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mikemearls's profile
Mike Mearls
Mike Mearls
Mike Mearls
@mikemearls

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Mike Mearls

@mikemearls

Co-creator of D&D 5th edition, D&D franchise creative director. I put dragons inside of dungeons. Awesome header image via http://theweem.com 

Seattle, WA
facebook.com/mearls
Joined April 2009

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    1. Mike Mearls‏ @mikemearls 15 Sep 2018

      Mike Mearls Retweeted

      It’s a big topic that I will now try to unpack in a series of Tweets. https://t.co/1TRQh19OTk 

      Mike Mearls added,

      This Tweet is unavailable.
      29 replies 218 retweets 876 likes
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    2. Mike Mearls‏ @mikemearls 15 Sep 2018

      3.5 and 4 were very much driven by an anxiety about controlling the experience of the game, leaving as little as possible to chance. They aimed for consistency of play from campaign to campaign, and table to table.

      5 replies 17 retweets 327 likes
      Show this thread
    3. Mike Mearls‏ @mikemearls 15 Sep 2018

      The fear was that an obnoxious player or DM would ruin the game, and that would drive people away from it. The thinking was that if we made things as procedural as possible, people would just follow the rules and have fun regardless of who they played with.

      4 replies 6 retweets 289 likes
      Show this thread
    4. Mike Mearls‏ @mikemearls 15 Sep 2018

      The downside to this approach is that the rules became comprehensive to a fault. The game’s rules bloated, as they sought to resolve many if not all questions that arise in play with the game text.

      3 replies 6 retweets 298 likes
      Show this thread
      Mike Mearls‏ @mikemearls 15 Sep 2018

      At the same time, 3.5 and 4 were driven by the idea that D&D players wanted as many character options as possible, presented in a modular framework meant to encourage the search for combinations that yielded characters who broke the power curve.

      1:21 PM - 15 Sep 2018
      • 9 Retweets
      • 277 Likes
      • Saoirse Alice N. Wunderland James Caswell Anaria Innoxia Florian Narratio Keegan 🔥 Chris Dane Dan L-K, Shadowfell Daytripper Curtis Hay
      11 replies 9 retweets 277 likes
        1. New conversation
        2. Mike Mearls‏ @mikemearls 15 Sep 2018

          These two aims play together in an extremely terrible way, at least from a design perspective. Your core system has to cover everything... meanwhile you are adding more cases and content to your game. Good luck with keeping those things in balance!

          5 replies 4 retweets 309 likes
          Show this thread
        3. Mike Mearls‏ @mikemearls 15 Sep 2018

          IMO, the basic design premise suffers from a fatal flaw. It misses out on a ton of the elements that make RPGs distinct and doesn’t speak to why people enjoy D&D in the first place.

          3 replies 2 retweets 276 likes
          Show this thread
        4. Mike Mearls‏ @mikemearls 15 Sep 2018

          With 5th, we assumed that the DM was there to have a good time, put on an engaging performance, and keep the group interested, excited, and happy. It’s a huge change, because we no longer expect you to turn to the book for an answer. We expect the DM to do that.

          4 replies 64 retweets 599 likes
          Show this thread
        5. Mike Mearls‏ @mikemearls 15 Sep 2018

          In terms of players, we focus much more on narrative and identity, rather than specific, mechanical advantages. Who you are is more important than what you do, to the point that your who determines your what.

          8 replies 23 retweets 429 likes
          Show this thread
        6. Mike Mearls‏ @mikemearls 15 Sep 2018

          In broad terms - and based on what we can observe of the community from a variety of measures - we went from a community that focused on mechanics and expertise, to one focused on socializing and story telling.

          7 replies 36 retweets 524 likes
          Show this thread
        7. Mike Mearls‏ @mikemearls 15 Sep 2018

          Mechanical expertise is an element of the game, but no longer the sole focus. Ideally, it’s a balanced part of all the other motivators. If balanaced correctly, every has their fun. Enjoyment isn’t zero sum.

          3 replies 11 retweets 340 likes
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        8. Mike Mearls‏ @mikemearls 15 Sep 2018

          As D&D is descriptive rather than prescriptive, individual groups had different experiences. However, that was the design trend and what we saw in the community as a whole. It’s been interesting to see things change with the change in rules and the flood of new players.

          26 replies 8 retweets 453 likes
          Show this thread
        9. End of conversation
        1. New conversation
        2.  👁 👁‏ @Chalkarts 15 Sep 2018
          Replying to @mikemearls

          Most of my personal 3.5 experience comes from building broken characters for the Cheese Grinder at Dragon Con. I loved the vast number of 3.5 options.

          1 reply 0 retweets 1 like
        3. Sir Fox‏ @DemonBob_Badman 16 Sep 2018
          Replying to @Chalkarts @mikemearls

          3.5 was great until like, level 6, at which point all of the modifiers and conditionals made One Big Combat take all night, and Min-Maxxer gimmicks could get game-breaking.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. Pickaxe‏ @PickaxeLuke 15 Sep 2018
          Replying to @mikemearls

          Would you say 3.0 did not share this issue? 3.0 was where I first saw the reference to “Rule Zero,” which is essentially what Jeremy now says before most of his answers to 5e rules questions. Did 3.5/4 undermine Rule Zero?

          0 replies 0 retweets 1 like
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