Podcast charts
Published by Mike Mearls
D&D 5e designer Mike Mearls talks about TTRPGs and game design.
On the charts
Every published chart this podcast appears in, in the snapshot behind this page. Each one links to the chart it came off.
From the feed
The latest episodes published to this podcast’s own RSS feed. Titles and descriptions are the publisher’s.
<html><p>In this week's podcast, I talk about why I don't use healing, resistance, or immunity in my D&D 5e design.</p></html>
<html><p>In this episode, I walk through how and why spellcasters - especially the wizard - have access to control effects that are far too powerful. I also talk about a design concept I am using to combat this issue.</p></html>
<html><p>I have some thoughts about creativity and the process of game design after Gen Con 2026.</p><p>Here's a link to the DEATH SAVES live play:</p><p><a href="https://www.youtube.com/live/UzWEGxV1rpI?si=KezVX80TMH4R9GZ2" target="_blank">https://www.youtube.com/live/UzWEGxV1rpI?si=KezVX80TMH4R9GZ2</a></p></html>
<html><p>Does anyone actually like challenge rating? This week I talk through the core problems with the mechanic, how it influences monster design, and the real culprit behind D&D's tricky math, the encounter day.</p><p></p></html>
<html><p>Today I had to clear out a bunch of blackberry vines in my backyard. That prompted me to reflect on subclass design. Perhaps the painstaking, and painful, process of digging up long, ropy vines with jagged thorns reminded me of the untold hours I spent creating subclasses for 5e.</p><p>In any case, I tried making this a video but that seemed unnecessarily complex. Plus I'm still sweaty and covered in dirt from working in my backyard. Hopefully this will provide some insight into why my class design avoids subclasses.</p></html>
Ranking source
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Observed September 20, 2026.
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