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Rule-of-Three: 04/04/2011
R&D Staff

You’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 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.

1 Are Essentials classes ever going to get more than the one paragon path/epic destiny?

Characters created using Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms can qualify for and take paragon paths and epic destinies just like any other character. There are no special limits on what they can and cannot take, aside from the specific prerequisites for a path or destiny. The destinies and paths included in those books serve as examples and starting points. In addition, some of the classes’ paths are designed to allow for future expansion. For instance, the Enigmatic Mage paragon path is very easy to expand to account for new schools of magic.

2 How often do Wizards of the Coast’s designers and developers play non-D&D or non-WotC RPGs?

When it comes to D&D, it’s quite likely that every edition published sees play by someone at Wizards once a week. In addition, a number of folks in the office play other RPGs. For a while, there was a weekly Savage Worlds campaign at lunchtime, and outside of work R&D members play Traveller, Warhammer FRP, Call of Cthulhu, Shadowrun, and many other games. We also try out new games to see how other designers tackle different issues and what sort of mechanics are currently in vogue. And of course, we also use GenCon to demo new games.

3 Are there plans to continue with modular adventure design, or plans for future adventure paths (like Scales of War)?

As we plan content for the coming year, this is definitely a question that we’ll be delving into. The question really becomes one of determining what DMs find the most useful. There are two ways to look at it, and sadly both lead to the opposite answer. On one hand, a DM might want a quick, easy-to-run adventure to fill an evening. However, shorter adventures are the easiest for DMs to design on their own. Longer adventures might therefore seem like the obvious answer for us, but we’ve also seen that DMs like to deviate from campaigns and strike out in their own direction. Ideally, we’d have a mix of content to keep everyone happy.

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 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!

Poll Results: 03/28/2011

What kind of epic tier material do you want to see?

  • Adventures: 51.5%
  • Monsters: 26.7%
  • Character options (feats, powers): 18.4%
  • Magic items: 3.3%

And now, a final question for you.

Which of the following options is most appealing to you?
I want short adventures that are simple enough to require little to no prep.
I want short adventures that are complex enough that they require some prep.
I want long adventures that plot out campaign-long arcs.
I want long adventures that are sand boxes, with lots of possible options to ignore or follow.
I prefer an even mix of these types.
I want a different type of adventure, so I’ll email with my thoughts.

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