D&D World of Warcraft subclasses will swap out classic class features for new abilities

Several subclasses were shown off on Dungeon Masters.
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The new Dungeon Masters series has previewed some upcoming subclass mechanics for the upcoming World of Warcraft D&D book. Last night, the first two episodes of Dungeon Masters premiered on D&D’s YouTube channel. This season focuses on the upcoming World of Warcraft book, with players using character options from that book and playing through an adventure inspired by the book. The first episodes revealed some teases as to how the upcoming WoW inspired subclasses will work, with Neil Newbon playing as an Oath of the Ebon Blade Death Knight. The Death Knight is a WoW class and appears to use the Paladin class as a base. Notably, the Oath of Ebon Blade has two features that replace core paladin features. Death Coil is a replacement for Lay on Hands and creates a dice pool of necrotic energy that players can inflict on foes. The size of the pool is based on a player’s Charisma modifier, with players spending an Action to force a creature within range to make a saving throw or be hit by necrotic energy. The Death Knight will also get a new spell called Rune Strike that acts as a counterpart to Divine Smite, with the spell dealing necrotic damage and dealing bonus damage to celestials.

Another new feature in the World of Warcraft book is a revamped pet system. This was partially shown off in the episode, with a Beast Master Ranger gaining the ability to assign weapon mastery features to their animal companion. This means that, when the animal companion makes a successful attack, they can inflict one of the weapon mastery effects chosen by the Ranger. The weapon mastery ability can also be swapped out with every long rest.

A video from the Insight Check YouTube channel confirmed that the Death Knight, Demon Hunter, and Evoker classes are “hero classes,” which are available to Level 3 characters and higher. These Hero Classes require players to choose a specific subclass that alters certain base features of their class. Only the Death Knight and Demon Hunter classes feature changes to their respective classes, while the Evoker changes the Draconic Sorcery subclass.

The new subclasses in the World of Warcraft were not publicly playtested before release. Instead, a secret playtest was held, with testers held by an NDA. The new World of Warcraft book comes out on November 17th.
 

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Christian Hoffer

Christian Hoffer


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Speaking from a lot of experience with beginners, starting at level 1 is MUCH easier for a kid with zero RPG experience. Level 3 adds a whole extra layer of choices that they don't have context for.

Also, in WoW you don't pick your specialization right away, either. And I always loved playing through those early levels. Different strokes for different folks, I guess.
While I like 5E when you start teaching it to brand new people you begins to see little traps in the process. For instance 5.5 should have moved to the Modifer of each Ability and dumped the number.
 

While I like 5E when you start teaching it to brand new people you begins to see little traps in the process. For instance 5.5 should have moved to the Modifer of each Ability and dumped the number.
If you do this, what do you do for the people who like using 4d6k3 to generate stats? In surveys, something like 50% of people responding use rolling rather than point buy or standard array. People who want to ditch ability scores and just use a modifier don't seem to have much of an answer for what to do for that large group.

I think modifiers with out a base ability score makes more sense in the abstract, but I don't have a good solution that I think would satisfy people who like rolling a bunch of D6s for abilities. And without such a solution, I don't think WOTC would seriously consider making the change.
 

If you do this, what do you do for the people who like using 4d6k3 to generate stats? In surveys, something like 50% of people responding use rolling rather than point buy or standard array. People who want to ditch ability scores and just use a modifier don't seem to have much of an answer for what to do for that large group.

I think modifiers with out a base ability score makes more sense in the abstract, but I don't have a good solution that I think would satisfy people who like rolling a bunch of D6s for abilities. And without such a solution, I don't think WOTC would seriously consider making the change.
I just use Modifier from the Arrays or I let them roll and again just use the Modifier. I think veteran gamers forget how stressful learning an RPG is to learn, to clarify I think we know character gen can be a lot but we forget how much anxiety we had about "doing something wrong" the first time we were exposed to it. I see that all the time with new players.
 

If you do this, what do you do for the people who like using 4d6k3 to generate stats?
You let them roll it and then just record the stat bonus. It's how Mork Borg and Pirate Borg work and it's fine.

If anything, when I've taught people to play Pirate Borg this summer at my FLGS, they were a little confused about the 3d6 thing happening at all, but I explained it was about classic D&D character generation and they got that.
 

I always thought that there should be only 3 classes and sub classes and options under them, caster, expert, and warrior. all can fit under those 3, if melee is your primary well warrior, want to cast spells caster, want to do a more specialized class expert. Also would eliminate multi classing as a secondary to warrior could be casting under a sub class. a ranger would be a warrior, expert with minor casting or could change those to have more spells and less specialized abilities. Any way good luck with this
 



After they had to put the torture of level 1 and 2 once over them.
You do understand that your views aren't the only valid ones out there, right? Torture for you is pleasure for someone else.

You've been making it sound like starting at level 3 should be mandatory for seasoned players and that there's something wrong with people who enjoy starting at level 1. They're "reluctant to start at levels higher than 1" or "They're under the thumb of adversarial DMs."

There are other valid ways to play the game other than your preferred way. There are a lot of experienced DMs and players that really enjoy the lower levels and want to start at level 1. And they SHOULD start at level 1. That's what they like and they shouldn't be made to feel like they are doing something wrong by you just because YOU don't like those levels.
 


"It is particularly recommended to start at level 3 if your group is composed of seasoned D&D players."


Is it really so hard to ask an AI or use google?
DDB isn't particularly relevant since most folks don't play online. What is relevant is what the 5.5e DMG says and it does not use that language. What the DMG says is this.

"If you want the characters to be a bit more resilient and your players are experienced, start the campaign at level 3 instead."

There's nothing about it being recommended, particularly or otherwise.

In the 5.5e PHB it just says this.

"Starting at a Higher Level. Your DM might start you at a higher level. If you start at level 3 or higher, write your chosen subclass on your character sheet."

Edit: It does say particularly recommended on page 43 of the PHB. At the end of the day, it's really a group decision on what is most fun for them.
 
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