הצצה מעניינת אל מאחורי הקלעים עם מייק מירלס - מי שלא מכיר, אחראי על קו המוצרים של מבוכים ודרקונים 5, ופעם עשינו איתו ראיון:
השאלה הכי מעניינת שקראתי היא על מה הדברים שהוא לא מרוצה מהם במה' 5:
ועוד תשובה בנוגע לשמירה על איזון:
זה הקישור לדיון המלא:
https://www.reddit.com/r/DnD/comments/6bbfar/ama_mike_mearls_5th_edition_dd_lead_designer/
השאלה הכי מעניינת שקראתי היא על מה הדברים שהוא לא מרוצה מהם במה' 5:
קוד:
Stuff about 5e that bugs me:
Cyclical initiative - too predictable
Fighter subclasses - so bland!
The divide in the warlock between the pact and the pact boon - boons should be options chosen from among stuff your specific pact can give
Ranger - I'd rebuild it using the paladin as more of a model
Druid - I'd make shapeshifting more central, maybe scale casting back to paladin or rogue level, use a nature domain for the guy with a scimitar and shield
James Wyatt wrote a cool sample adventure for the DMG that we couldn't include. Wish we had.
A better treatment of actions - action typing is still too fuzzy for more tastes.
Bonus action - they're pretty hacky; I'd get rid of them and just design smarter. Prior editions always poke through your thinking and distort it. We were so dependent on swift/minor actions that it took a lot of work to stop framing concepts in their terms.
ועוד תשובה בנוגע לשמירה על איזון:
קוד:
No - the math is simple enough that if needed we can use a spreadsheet. In most cases it's a direct comparison between game object A and object B.
It's not something we'd do lightly. The bugbear of D&D balance almost always comes down to combinations. The more stuff we add, the more potential combinations. It's like a ticking time bomb if you're not careful. That's part of the reason why we've been very slow to release more mechanical content and have done as much public testing as possible.
זה הקישור לדיון המלא:
https://www.reddit.com/r/DnD/comments/6bbfar/ama_mike_mearls_5th_edition_dd_lead_designer/