Thank you.
I just want to remind you all I was right.
I pointed out multiple times, since SCAG and CoS, that the new norm was settings that lightly season the D&D game, not mega-guides that completely re-write the PHB and MM. People were still convinced that the old paradigm born of box sets and branded supplements would return. And now we're four settings in and that has yet to appear.
Ravnica was the Canary in the coal mine. It was a setting bereft of any D&D tropes from races to magic to monsters. In years past, it would have probably been a complete campaign setting, monster supplement, magic supplement, players guide, and an extensive re-write and ban list from the players handbook to capture the MTG feel and lore. But WotC isn't about that life anymore, so the guide instead assumes most, if not all, D&D tropes live alongside the Magic ones, and indeed take precedence over them when it comes to rules, which if why the color pie of MTG appears completely absent despite literally being the basis of the 10 guilds.
So we had Forgotten Realms that just fleshes out the default assumptions without radical departure, Eberron that just reflavors and adds more options to the base game without removing any mechanics, Ravnica that does mostly the same, perhaps changing some race options. Ravenloft, as presented in Curse of Strahd, similarly strips the additional mechanics and laundry list of restrictions to focus on horror-themed D&D. Anyone harboring the belief that a Dark Sun or Dragonlance update will not allow paladins, monks or dragonborn is probably going to be disappointed.
Really though, it's for the best. One of the best products, I've been told, is a folio from 1983 with a lot of blank maps and a whiff of lore. Maybe we should look at this as the new Greyhawk folio?
I have no interest in Ravnica or MtG whatsoever, but I am pleased to see a 5e hardcover that isn't set in the Forgotten Realms.
Darn, only two new subclasses is a bit of a letdown. I wasn't expecting one per guild or anything but the fact that one is just another cleric domain to add to the 11 we already have is a huge mark against it. Circle of Spores has been a hit and I'm glad it's finally getting out to players officially, but there's a few concepts I can rattle off the top of my head that could probably have made servicable subclasses (Orzhov Warlock patron, Simic Sorcerer origin, and Gruul ranger archetypes come to mind). This all makes me wonder if they're gonna try to eke out another book for more Ravnica content before they finish the sets (there's new Ravnica sets coming out through next winter so they could get one book out by the time they usually put their first/second book out in march of next year), but that'd be pretty bold - especially since the implication is that Nicol Bolas (MtG's current and most-central antagonist) is going to head there and wreak havok, so they'd be exploring a plane embattled between the guilds and this singular evil.
I'm not at all surprised there's no Viashino - the version they previewed in UA was super unfocused. They'd be better off making them lizardmen and reflavoring/swapping the amphibious and bone-crafting traits. There really isn't a race I'm clamoring to see out of this book, especially since minotaurs and centaurs are smaller on Ravnica than on other D&D worlds. But Ravnica isn't really cool for the races, it's cool for the guilds they work for.
It also looks like there's only a few actually new spells - the guilds have subsections denoting spells specific to them, so I wonder if the background choice gives you access to spells if you align yourself to a guild. That's something that I think could benefit from broad expansion - especially since there's a lot of iconic MtG spells that really deserve to transition into the game.
I think for what they're offering, it's gonna depend entirely on the DM to sell D&D to people who are coming over for the first time from MtG. But the book looks like it's gonna be decent at luring D&D players who've never touched a pack into the lore of Magic. I hope this venture is explored further, but I think this book is probably too safe for what it's trying to accomplish and puts a lot more work on the DM to make the setting compelling than it should've.
For Orzhov Warlock I'd just use Celestial Patron or Undying Patron depending on what you made the Pact with.
An Orzhov Sorcerer on the other hand could be interesting. Teysa gets part of her magic from her Korlov bloodline, one of the ruling families of Orzhov, which extends her lifespan, allows her to command anything created by Orzhov Magic, grants magic, and gives her a disability.
But yeah I'm disappointed about so few subclasses too, but I knew it was possible. Hopefully the backgrounds and guild magic and items will be interesting enough to make up for it. It seems like they made the guild background important enough to almost be subclasses in their own right. Items, allies, enemies, guild spells, background features, a boosted renown system tied to guilds.
I do. It gives me tools to make campaigns and aventures.
It is also fun to read. Since 4e WotC has forgotten that lore is also one of the reasons people bought D&D products.
So if I was expecting a lore book, I'll be dissappointed? I'm not MtG connoisseur.
The fact that nearly 19% of the book is taken up by "Guild spells" yet the contents suggest that there are two spells printed (for Dimir and Izzet), makes me very curious. Maybe some heavy reflavoring of existing spells (very, very heavy)...?
Reflavoring, alterations to spells and changes to spell lists. Like maybe all Guild spells count as class spells for you no matter what your class is.
And some spell change in fluff and some change in the new mechanics. Like maybe animate undead and create undead also creates none undead Thrulls for Orzhov and Rakdos. Maybe maybe Animal Shapes for Simic include hybrid creatures. Maybe Izzet's fireball can change damage type or becomes separate Lighteningball, Thunderball, Acidball, Poisonball, Coldball spells. Maybe Conjure Celestial, becomes conjure fiend for Rakdos and Dimir. Maybe Planar Ally becomes Guild Ally and instead of summoning creates of particular types it summons creatures allied with your guild. Maybe for Boros and Orzhov Conjure Celestial becomes create Angel (of different types) because Ravnica doesn't normally have Couatls. Maybe Spirit Guardians end up reflecting Guild affiliation instead of alignment. Actually Spirit Guardians as an Izzet Spell that looks like Weirds and Elementals and deals energy damage instead of Radiant or Necromantic would be cool. And maybe some are reflavored to act more like MtG sorcery, enchantment and Instant Spells.