I really like traits/ideals/etc and Inspiration, and I like how Inspiration works differently from similar mechanics in other games- I like how it isn’t a point economy, and its easy to have it, use it, and award it.
When did you guys decide to add traits/etc into the game, and how did they develop? Ditto Inspiration?They came in fairly late in the process, if I recall correctly. We knew we wanted to have mechanical support for roleplaying, and it was something we suspected that people would react well to.
The mechanics were inspired by two RPGs, FATE and Pendragon. They gave us some nifty models for adding a system to encourage RP without being heavy handed about it. We knew that the rules needed a light touch, because some people would really latch on to it while others would avoid it.
I’m happy with the end result – it’s nifty to see it accepted by so many people. I think inspiration, along with advantage and backgrounds, are the signature elements of this edition.Comment from discussion AMA: Mike Mearls, Co-Designer of D&D 5, Head of D&D R&D.
When did you guys decide to add traits/etc into the game, and how did they develop? Ditto Inspiration?They came in fairly late in the process, if I recall correctly. We knew we wanted to have mechanical support for roleplaying, and it was something we suspected that people would react well to.
The mechanics were inspired by two RPGs, FATE and Pendragon. They gave us some nifty models for adding a system to encourage RP without being heavy handed about it. We knew that the rules needed a light touch, because some people would really latch on to it while others would avoid it.
I’m happy with the end result – it’s nifty to see it accepted by so many people. I think inspiration, along with advantage and backgrounds, are the signature elements of this edition.Comment from discussion AMA: Mike Mearls, Co-Designer of D&D 5, Head of D&D R&D.