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.