Q: 4E had encounter resources, but #dndnext doesn't have much if that. What's your approach to those resources?
Mike: We do want to have options and advice for DNs so they can do things such as adjusting the length and usefulness of short rests...
Rodney: we also want to provide some options to allow certain characters to recharge abilities, such as the arcane recovery.
Q: How are you handling evolving or changing backgrounds throught a campaign?
Rodney: We actually are using part of our downtime system to allow you to pick up options from other backgrounds if the story permits
Q: what kind of adventure support will we see for #dndnext?
Mike: We think great adventure design is at the heart of #dnd so that's really high on our list. Murder in Baldur's gate is an experiment...
Mike: in that direction. But yes, quality adventurer are an important part of the plan
Q: are there any other ideas for social conflict or RP to encourage people to RP more
Rodney: we have been working on things that help guide your role play that encourages people to play their character without getting in...
Rodney: ...the way of the rest of the game. We're also looking at building more into the backgrounds to help people RP.
Rodney: the inspiration mechanic allows a player to play up their flaw to get a temporary boon they can use later to help in the scene
Q: what about converting characters from other editions?
Mike: we want to make that as easy as possible, and any conversion stuff we make for characters we want to provide for free.
Q: is there going to be an alternate spell system?
Mike: We have the basic set spells that are those really direct, easy to deal with spells. Meteor Swarm vs. Wish.
Mike: We are looking at alternate systems of magic, such as a spell point system. It's also important that we keep an eye on balancing...
Mike: ...spells so tgey can be useful and cool, but don't break things at the table
Mike: you'll see more options like alternate spellcasting in things like legends & lore after we're done with this playtest phase
Q: are there any rules you're working on to help us create or modify creatures
Mike: We want to give you easy base numbers when you want to create monsters. For templates, we haven't focused specifically on templates...
Mike: ...but we are looking at options so you can make monsters have unique abilities.
Chris: we're looking at templates and all sorts of other options to give you rules, probably in the DMG, for modifying your monsters.
Q: will there be options for martial characters to have more fantastical, 4E style abilities?
Jeremy: we just released the knight and gladiator which are in that vein, along with a bard build reminiscent of the warlord.
Q: do you think primal spirits will make a return in #dndnext?
Jeremy: we're already seeing the primal spirit idea popping up in the Druid mechanics.
Mike: We're really looking at Druid summoning as calling on primal spirits.
Jeremy: we're looking at recasting primal spirits so they can fit into all our settings. #dndnext
Q: what kind of supplements can we expect for #dndnext?
Mike: I can't talk about specific product, but philosophically we'd like to tie those to a general theme.
Mike: so for example, maybe you have the seafaring book with the swashbuckler fighter option, the sea shaman, etc. Things that evoke a story
Q: do you have any plans do digital tools for #dndnext?
Mike: wmWe don't have specifics, but we know a lot of us have our digital handheld devices and e are looking at how #dndnext can use...
Mike:... It interact with those devices.
Q: when are we seeing the bard?
Mike & Jeremy: it's in the next packet.
Q: mass combat, castle construction and things like that - you working on those for #dndnext
Rodney: We are working on those, and we'd like to hang that all in what we're calling our downtime system. So when you're not out..
Rodney: ...adventuring, you're using your downtime to do that. And we want to develop modular options for those things do you can..,
Rodney: ...build your keep or temple, raise your armies etc., if you want to plug those options into your campaign.
@Wizards_DnD is the name D&D Next still a codename or is it the official name?
Answer: we never intended to call it #dndnext for the final product. Mike has said he'd like to just call it Dungeons & Dragons.
Q: did the legendary creature template or a fighter/magic user class survive testing?
Rodney: the Gish type class didn't pass muster during the alpha play testing, but we've developed that into the multiclass options.
Mike: On Legendary, that's still in there but we're working on the math and all the details
Perkins: right now all the older dragons are legendary, who warp their environment. Also beholders, vampire Lords, titans.
Q: : can you tell us what kind of modules you're considering and what will be in core?
Mike: we don't really have plans yet for exactly where all the options will sit in that first release, but I envision some options living
Mike: ...tactical combat, options to change how healing works, how resting works, skill options.
Mike: ... in an unearthed arcana type deal. As far as those optional modules that might appear in those first books, something for more...
Jeremy: it's also important to note that we expect to have modularity in the core book. You can turn feats on it off, skills on or off...
Mike: We can also take, say, out five most popular settings and make modular rules to support the flavor and mechanics of those.
"how easily adaptable will older modules be, and can you see a future where you'll provide conversions for old modules?"
Mike: We want it to be easy to run older material. I run stuff as is, populating it with #dndnext versions of monsters to make sure it works
Mike: So yes, that's very important to us going forward