ou've got questions—we've got answers! Here's how it works—each week, our Community Manager will be scouring all available sources to find whatever questions you're asking. We'll pick three of them for R&D to answer, whether about the about the making of the game, the technical workings of our DDI studio, or anything else you care to know about... with some caveats.
There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.
Do you think mundane crafting has a place in D&D Next?
Yes—but we haven't figured out exactly where yet. The goal is to make sure the rules for crafting things are present, and that you can opt into being a craftsman if you want as a player, but that doing so doesn't consume a significant portion of the resources you need for adventuring. We've tinkered with putting it in themes, for example, as a benefit that you just get.
How do you see hit points evolving in D&D Next?
Hit points are a great example of an area of the game that we don't think needs any real changes. They have remained consistent in their use throughout the editions, and we think they are one of the touchstones of the game. We might tinker with acquisition and recovery of hit points, but the basic concept of hit points should remain unchanged.
It seems like we might be able to use an abstract time unit for some things - the session. Is this something you guys are looking at in D&D Next?
Right now, no. A session can vary so widely not only between play groups, but also week to week, that such abstract measurements of time make it very difficult for the DM (or the adventure designer) to predict what resources the characters will have available to them. In fact, one of the goals right now is to make it even easier on the DM to predict how draining a particular adventure will be on the party, and design the adventure accordingly. Real-world time measurements make that much more difficult, because we might spend one session exploring and interacting with only a single combat encounter, and another engaged in a series of combat encounters. If my character has a combat resource that is per-session, it not only means the character is weaker in a multi-combat session, it also makes my decisions as a player tougher, as I now need to decide when to use my resource based on the expected contents of each session of play, instead of based upon the events that the character participates in.
How can I submit a question to the Rule-of-Three?
Instead of a single venue to submit questions, our Community Manager will be selecting questions from our message boards, Twitter feed, and Facebook account. You can also submit questions directly to email@example.com. So, if you'd like to have your question answered in the Rule-of-Three, just continue to participate in our online community—and we may select yours!