AMAredditMike1217

Does the D&D team review all of the highly rated content on the DMsGuild?
Does the D&D team review all of the highly rated content that is published on the DMsGuild, or do they only look at the top sellers? Have you found anything through the site that has influenced your designs for official content?
mikemearls282 points19 days ago
Chris Lindsay looks at material, primarily to recruit designers into the Adept Program. I’ve bought a fair number of products from the Guild, too.
It’s not often we have direct inspiration, usually because we’re working so far ahead of what’s currently available and we have very specific needs based on the annual story or product.
I do own a bunch of adventures from the Guild, and I really like how many creators are leaning toward shorter scenarios for an evening or so of play. Any of the compilations released by creators like MT Black and Chris Bissette are well worth looking at.
If I was starting with the Guild, I’d look at the top selling compilations or larger books and start there, then follow the authors whose work strikes me. Comment from discussion AMA: Mike Mearls, D&D Creative Director.

How do you include exploration into your games in fun and interactive ways?
Hey Mike, thanks for doing this. Long time follower of your twitter feed.
My question is in regards to the pillars of D&D. Exploration is said to be one of the three core pillars of D&D alongside Combat and Social Encounters. However, my observation both here and at the table is that Exploration rules, mechanics, and concepts get ignored, forgotten, or heavily homebrewed at every table, possibly even more so than the other two pillars. Many people claim that they ignore the “bookwork” of rations, weather, terrain, etc. that would normally provide complications to exploration because they deem it to be unfun and tedious.
Over on the Critical Role discord it’s not uncommon for people to ask how others impliment fun and engaging exploration challenges into D&D because they struggle with it. I think it’s also safe to say that while people may debate over combat or social interaction they are both much easier to implement into any campaign.
How do you as a designer, a DM, and a player include exploration into your games in fun and interactive ways? On a related note, as someone who loves Rangers and considers them the iconic Adventurer and Explorer class, I find that lack of Exploration in games leads to the perception of the ranger as a sometimes shaky class. Do you agree with this?
mikemearls250 points19 days ago
In my own thinking, I have started to replace exploration with discovery. Exploration itself is a little too nebulous and specific for my tastes these days.
Discovery to me means finding or uncovering things considered lost, walking at the very edge of the known and pushing onward. It would be things like discovering a forgotten ruin or reclaiming a lost relic.Comment from discussion AMA: Mike Mearls, D&D Creative Director.

Are all spells created equal regardless of damage type?
Comment I’ve been looking through the spells and I’ve noticed they tend to do the same damage despite their damage type, give or take, with other factors like the potency of any side-effects, or the type of saving throw it asks for, instead being the main factors.
So, I was wondering, is this actually how it works? Are all spells created (hopefully) equal regardless of damage type?
mikemearls15 points21 days ago
We don’t adjust damage based on type. from discussion AMA: Mike Mearls, D&D Creative Director.

How did that change the way you approached D&D design for 4E and 5E?
CommentHey there, Mike, I’m a big D&D fan, starting from 3.5 and moving to 4E and honestly you’ve been a big part of my childhood. I grew up on D&D splatbooks and I’d just like to thank you for all the work you’ve done. I have a couple of questions:
Third edition is kind of infamous for the large power disparity between some classes. This has changed dramatically since then and modern D&D is much more balanced. In the development of 4E, how did you gauge power level, and how did that change the way you approached D&D design for 4E and 5E?
Was there ever any thought in 4E to making a Martial controller class?
Eberron was designed specifically for 3.5 and it turned out to have a dedicated fandom. Was there any thought to doing the same thing with 4E and 5E?
D&D has a lot of campaign settings that are not currently supported in 5E. What’s your favorite campaign setting that you think is unlikely to receive support?
And thanks again.
mikemearls15 points20 days ago
4e power balance was more spreadsheet and number based. 5e uses some of that, but there’s a much bigger emphasis on letting people feel powerful.
Not really. I think in the original design the idea was to leave that box empty.
4e’s setting was supposed to be the Nentir Vale. For 5e, we wanted the rules to be less impactful on what a setting should or must look like. We wanted the rules to be more transparent or flexible.
I think we will eventually get to them all, but Greyhawk will be the toughest nut to crack to keep it true to its roots while also making it standout as something interesting to new players. from discussion AMA: Mike Mearls, D&D Creative Director.

What your thoughts were on how to set Greyhawk, Dragonlance and Mystara?
CommentMike, thank you for joining us.
You mentioned in the past how you want each setting to have its own niche to set it apart. I was wondering what your thoughts were on how to set Greyhawk, Dragonlance, and Mystara apart from the Realms.
Also, when are we going to see Dragonlance and Spelljammer again?
mikemearls17 points20 days ago
Can’t give dates, but what I see:
Dragonlance: Emphasis on relationships, love, and epic events
Greyhawk: Imminent evil powers like Iuz, a darker flavor for D&D
Mystara: Classic pulp fantasy, fueled by adventures like the Isle of Dread and The Lost City from discussion AMA: Mike Mearls, D&D Creative Director.

Do you actively ask your players what kind of story arc they see for their characters?
Boring question, but one I’ve been wanting to ask for a while: when DMing, do you actively ask your players what kind of story arc they see for their characters or do you let them come to you? Or do you leave it to all be decided in game at the table?
mikemearls50 points19 days ago
Mix of the two – I react to what happens at the table, but I also sometimes send out an email asking for input on what people want to do, usually do that after resolving a big adventure or event. Comment from discussion AMA: Mike Mearls, D&D Creative Director.

What was it that caused you to switch to a hex crawl format with Tomb of Annihilation?
What was it that caused you to switch to a hex crawl format with Tomb of Annihilation?
Do you envision future modules following the same mechanic?
Having done it, how would you improve the implementation?
mikemearls187 points19 days ago
We always want to keep things fresh and distinct, so that was an adventure archetype we had not made a big focus yet in 5e.
I thought a lot about travel rules, and think they could be simplified. They don’t match how people actual think of travel. Would prefer a system of:
a) Pick a destination for travel b) Determine time it takes c) Check to see where you actually end up d) Check to see if you encounter monsters/encounters on the wayComment from discussion AMA: Mike Mearls, D&D Creative Director.