“In some ways – especially in tabletop, because we have 45 years of history – it’s kinda fun to have someone smart who’s not you say: ‘you should consider changing this’.”
He's aware that roleplaying games are actually played and iterated on by a substantial a community of people some of whom are smart and all of whom aren't him, right? Wasn't getting these people's feedback half the point of the big open playtest? Do D&D team members not swing by major gaming forums to test the waters occasionally?
Mearls acknowledges there were “a lot of unchallenged assumptions” made during the design of fifth edition, which “we just implemented. But this is why it’s fun to be extending out to the gaming audience, growing our audience, getting more perspectives, and new channels of feedback. It’s been pretty exciting.”
Then what the hell was the point of the playtest at all?
So it seems possible DnD 6th Edition might end up being 4th Edition 2: Electric Boogaloo.
For those of you who hasn't followed BG3 interviews, another thing that Swen thinks is bad about DnD is to hit rolls, because missing is boring.
I'm not really getting what you're getting n this, I don't think 4e's design philosophy will ever again grace a major D&D game - at most it might be a white wolf type thing where they do a 4e anniversary edition.
But I do agree missing is boring. The thing is, everything about basic attacks is a bit boring, and that's sort of an unavoidable problem because every basic attack is something you do all the time in the game, even if you modify it somehow. I do think scrapping to-hit rolls, making armor provide damage reduction, and (taking a page from games like Riddle of Steel and Song of Swords) adding focus to feints and counters or result in a substantially better game. I don't really agree that 5e's version of spell slots is all that hard to understand though, it's just the legacy terminology that makes it less clear to new players.
It would be cool if they experimented a little further with different classes having different class mechanics. For example, a sorcerer might lack a spell slot system and have unlimited casts but roll a random effect, modified by charisma, spell level, and I guess character level, with one possible outcome being that your highest currently available spell level is no longer available until a long rest.