'd like to share with you a draft of the earliest documents I put together to help shape the new iteration of D&D. I distributed this document to the D&D team about a year ago. It lays out the case for the basic approach we should take with the RPG. It's not long, but I felt that if I had to write a convoluted document to make my case, it wasn't a case worth making.
Over the course of a long design period, it's easy to lose track of the fundamental purpose behind the entire project. Note that this document doesn't mention any specific rules, mechanics, settings, or so forth. The idea is to lay down a short list of inviolate design principles to get things rolling. None of the points below surprised anyone on the R&D team. We had been talking about them for quite a while. If anything, this document put down in writing a set of goals that had been forming in the team for some time.
D&D Design Overview
This document outlines the design directives behind the process of revising D&D. It lays out the goals and expected results of the design process.
Goal #1: Reunification through Common Understanding
As part of the design process, the R&D team must boil down the RPG into its most basic component parts. Using those rules elements, the team must then build an easy to understand game system that incorporates the most iconic elements of D&D in prominent roles. Anyone who has ever played any version of D&D must recognize and understand its most important elements.
Goal #2: Reunification through Diversity
Traditionally, D&D editions have focused on specific play styles. This approach has fragmented the community over time. The next iteration must stretch the system to cover a wider variety of play styles through character and DM options. By looking at past editions and incorporating their elements as core or optional rules, we can allow players and groups to place the focus where they want it.
Goal #3: Reunification through Accessibility
D&D has traditionally required large amounts of time, a large play group, and a sustained commitment. The design process must focus on play time, group size, speed of play, and length of campaigns, with an eye toward reducing the minimum required from each area. Players who want a longer play time and so forth can easily scale up the game to meet their needs and opt into the various rules modules we'll provide or that they'll build themselves. However, our standard goal is to remove minimum group sizes, allow for a complete adventure in one hour of play, and satisfying campaigns in 50 hours of play.
The new system must create a mechanical and mathematical framework that the play experience of all editions of D&D can rest within. One player can create a 4th-Edition style character while another can build a 1st-Edition one. Complexity and individual experiences rest in the players' hands. That experience is more important than the specifics of the math. In other words, if the math works but the game doesn't feel like D&D, we've failed. If the system is sound, but it can't replicate D&D's classic adventures or seamlessly support any of D&D's settings, it isn't the right system for D&D.
More importantly, we must look beyond the mechanics of the game to focus on the archetypes, literary tropes, and cultural elements that built D&D. We must build a fighter that resonates as a warrior, not one simply cobbled together with mechanics pilfered from D&D's past. The key game experience of D&D lies at the game table. Our work must start by focusing on the key elements of D&D and the unique traits of a tabletop RPG. The mechanics must support those two factors, not the other way around.
Hopefully, this document helps give you some insight into the thinking behind our goals. When you feel that you know a game very well, it's easy to get lost in the details of what makes it work. One of our aims for the next iteration is to call into question everything that R&D thought it knew about what makes D&D tick. The document above, along with a lot of the other work we've done over the past year or so, is all part of the process of hitting the reset button on our understanding of D&D.
That reset ties back into our playtesting efforts. In going back to basics, it's important for us to remember that D&D is a game played by a huge number of people. We're not trying to reinvent D&D so much as rediscover it. Doing that means we need to take into account the entire, diverse range of people who enjoy the game.
Assuming you start at level 1, at what level do you feel that you're ready to leave behind your character and start a new one?
|5th level or lower
|6th to 9th level
|11th to 12th level
|13th to 15th level
|16th to 20th level
|Over 20th level
Let's say you're playing in a strictly by-the-book D&D campaign. You play for two hours each week. How long should it take to reach level 10?
|Less than 3 months
|4 to 6 months
|7 to 9 months
|10 to 12 months
|13 to 18 months
|19 to 24 months
|More than 24 months