
There’s a lot of stuff I like about D&D 5th Edition, but there are some pretty deep systemic issues with how the game is designed. Yesterday, for example, I was looking at the Ranger’s Natural Explorer class ability from D&D 2014:
NATURAL EXPLORER
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
This is an example of how D&D 5th Edition often models specialization by trivializing the associated actions: If you’re interested in X, you design a character who’s good at X. But the result isn’t doing more of X or doing X in interesting ways, it’s that X becomes automatic and is no longer part of the game.
In Tomb of Annihilation, for example, a big chunk of the campaign is mounting a wilderness exploration into the heart of darkness! If that sounds exciting to you, you’d likely pick a character class like a ranger or a druid that can really contribute to that part of the campaign.
Tomb of Annihilation, however, models the challenges of the expedition through travel speed, a Navigation check, and Dehydration. The Ranger’s Natural Explorer ability, however, eliminates travel speed variation and auto-succeeds on the Navigation check. The Druid, meanwhile, has a 1st-level spell to create water. So if you make characters specialized in wilderness exploration, you take the entire structure presented for wilderness exploration and basically just throw it out.
It’s as if the Fighter had an Auto-Win the Fight ability at 1st level: You choose to be a Fighter because you’re really interested in the combat portion of the game, but the mechanics instead just remove the entire combat system. So rather than creating cool new gameplay, the game just sets up these boring, auto-play interactions.
D&D 2024 replaces Natural Explorer with a new class ability called Deft Explorer:
DEFT EXPLORER
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Langauges. You know two languages of your choice from the language tables.
This avoids trivializing wilderness exploration, but instead drifts pretty heavily into what I refer to as mechanical pablum, which is another problem D&D 5th Edition (and particularly the 2024 edition of the rules) frequently suffers from: These are mechanics which purport to be one thing (e.g., how you’re a deft explorer), but are actually just some random bonuses.
These are two very different problems, but I think they both have the same root cause: Both versions of D&D 5th Edition were designed backwards.
DESIGNING BACKWARDS
I know from a variety of public interviews and private conversations with designers that the development of both D&D 2014 and D&D 2024 followed a roughly similar path: They developed material, playtested it, finished (or nearly finished) the Player’s Handbook, and then started work on the Dungeon Master’s Guide.
This resulted in the 2014 DMG, in particular, being a rushed product, with very little time for iterative development and with whole new mechanical systems being plugged into the text at literally the last minute.
But I’ve come to believe that the problem here is more fundamental than mere slapdashery.
Imagine that you were part of a team designing Monopoly. Somebody says to you, “Hey, can you design the property cards?”
“Sure,” you say. “What should be on them?”
“Umm… We’re not sure.”
“Well, what are the game mechanics?”
“Good question,” the designer says. “We know there’ll be a board. We’ll put the properties on the board. The players will probably move around the board, landing on the properties and doing stuff.”
“What stuff?”
“Haven’t worked that out yet.”
“But what should go on the card?”
“Like… property stuff. The stuff you’d need when doing real estate stuff.”
“What sort of real estate stuff?”
“We’ll figure it out later!” they say with a big grin. “You’ve got this!”
Well, I’m sure this will be fine, you think to yourself. I guess I can put some placeholder stuff on the property cards and we can revise it as the rest of the game is developed.
Then you find out all the property cards will be getting sent to the printer before the rulebook is written.
This obviously sucks for you. It probably sucks even more for the guy who has to figure out how to make something at least technically playable using whatever arbitrary stuff you end up putting on the property cards. It’s certainly not going to result in a great game.
The situation with D&D 5th Edition is a little less clear-cut, but broadly speaking, it has the same problem.
When it comes to RPG design, there will usually be some form of core mechanic (e.g., roll 1d20 + ability score modifier vs. difficulty), but of far more importance to the game design is the collection of scene and scenario structures that create the core gameplay experience. In D&D 2024, for example, you have combat, journeys, bastions, etc. Other games might put the primary focus on solving mysteries, executing heists, or organizing a planetary defense force. The game designer both makes a decision of which game structures the game will be focused on and designs the details of how those structures will actually work mechanically and procedurally.
The other aspects of the game – character classes, monster stat blocks, etc. – are ideally designed to interface with these game structures. A particularly simple example would be, if your combat system requires attack bonuses, then your monster stat blocks should include attack bonuses. But, similarly, if your scenario structures include random encounter checks, you might want to include a default # Appearing stat for each creature type and/or difficulty level. If your procedures for wilderness exploration include the possibility of bad guys tracking the PCs, then you’ll want to makes sure those stat blocks also include their tracking proficiency.
And now you can see the problem D&D has: The Player’s Handbook includes the combat system, and so, as the designers work on the PHB, the character classes, skills, spells, and other character options in the game can all be properly playtested and iteratively designed in tandem with the combat system.
But all the other structures and procedures of play — dungeons, bastions, journeys, chases, etc. — are over in the Dungeon Master’s Guide. Unlike combat, none of these systems are being developed in tandem with the rules for creating and playing characters. In some cases, work on these systems hadn’t even started when the PHB was finalized. It was literally the Monopoly property cards being sent to print before the rules were written.
Even in cases where there was playtesting happening before the PHB was locked down, I think you can still see the same effect, albeit blunted somewhat, in the final product: On the one hand, character stats have a sort of vibe-based design, where the designer knows, for example, that wilderness travel is going to be part of the game, so they should include abilities (e.g., Natural Explorer or Deft Explorer) that hypothetically plug into it, but with little or no idea what they’re actually plugging into. On the other hand, the final system design is trying to design an outlet that can fit the semi-random assortment of plugs blindly designed for the PHB, resulting in incomplete, awkward, and unsatisfying structures of play.
Does any of this really matter, though? If you’ve read Whither the Dungeon?, then you know that, for many years now, the D&D core rulebooks have not, for example, actually taught new DMs how to design or run dungeons. If they don’t include a structure for dungeon play at all, then there was never going to be opportunity for the game designers to properly link the rules of the game into that procedure.
In reality, of course, this just makes the problem worse. And, to at least some extent, these missing structures of play are another symptom of designing the game backwards. (Although I don’t think it’s the only reason for this systemic failure by Wizards of the Coast.)
The backward legacy of PHB first/DMG later design is driven, in part, by the deep-seated belief that the core rules of D&D should be a 900-page trilogy of rulebooks and the production realities that stem from that decision. It’s also a legacy that dates back to the earliest days of the hobby.
Back in 1979, though, the DMG being released a full year after the PHB was less of an issue because the PHB and DMG were both being developed in the context of the original 1974 edition of the game, which had been holistically designed and honed through actual play. (This is also why the Monster Manual could be released in 1977 before either of the AD&D rulebooks had been written.)
D&D has long relied on legacy design elements and the oral traditions which pass them forward. As those ties are increasingly broken, however, more and more cracks have begun to appear in D&D’s fundamental gameplay, and the price of designing the game backwards is demanding to be paid.

















