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.
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Will lower damage weapons have more maneuver options than weapons like greataxes and greatswords?
One of the things we’re hoping to accomplish with an upcoming iteration of the rules is to make fighting with two weapons, fighting with a single two-handed weapon, or fighting with sword-and-shield relatively equivalent options across most of the game, with simple reasons to choose each option. For example, we might say that the main reason to wield two one-handed weapons is to be able to attack multiple, weaker foes, while the main reason to wield a two-handed weapon is to get better critical hits, while wielding a one-handed weapon and a shield allows you to increase your defensive ability while sacrificing some offense. Ideally, this means that maneuvers work with any weapon you want to use, so if you want to trip people you don’t have to worry about what kind of weapon you are wielding. Plus, we know that weapon choice is also an aesthetic choice, which is one of the reasons we’re aiming to make all three of those major options something that works right out of the gate with no need for feat buy-ins to get up to competency.
Will the sorcerer and warlock from an earlier playtest packet return at some point?
Yes. We haven’t forgotten about those classes at all, and continue to work on them even now, though (as Mike has mentioned before in Legends & Lore) it’s likely that the sorcerer design you saw before will become its own, new class focused more on being the “warrior mage” archetype, as opposed to trying to reskin the sorcerer to fit that archetype.
Where is the line between providing character building options like feats and the mentality that grows around those options of "if I don't have this feat or skill, I can't perform this action?" In other words, should a character without the chandelier swing feat be able to swing from a chandelier and how can the rules express that?
As we continue to iterate on feats, one of the design guidelines we use for feats addresses this very issue. In general, we want feats to either give you access to something that should be behind a buy-in gateway—for example, getting a familiar or being able to cast some minor healing spells are both examples of things we don’t expect you to be able to improvise—or to allow you to break the rules in some way. Normally you have to choose between the hustle and attack actions, but the Charge feat lets you break the rules and do both.
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How can I submit a question to the D&D Next Q&A?
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 dndinsider@wizards.com. So, if you’d like to have your question answered in the D&D Next Q&A, just continue to participate in our online community—and we may select yours!
