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General Tabletop Discussion
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What Unearthed Arcana Subclasses Would You Allow in a Campaign?
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<blockquote data-quote="Sword of Spirit" data-source="post: 8057890" data-attributes="member: 6677017"><p>Classes and subclasses have built-in, non-optional fluff in my campaigns. Some of them are broader (like Champion Fighter or Thief Rogue) while others are more specific (Oath of Devotion paladins are specifically connected to the LG member of the Empyrean Pantheon).</p><p></p><p>Earlier in the edition I used to try to incorporate new published subclasses into the fluff. Eventually they started making a bunch of really niche subclasses. A while ago I decided that any new subclasses would have to be approved on a case by case basis. Some of them might not get approved ever, and others it might make sense for a certain backstory. We also stick to official WotC sources.</p><p></p><p>Because UA material isn't in its final form, I can't analyze how or if it's going to fit into my world. With mechanical things that are more in the background influencing numbers, I wouldn't have a problem testing them out. But with things that influence the fluff of my world (such as subclasses how I use them), I'm not going to introduce an element that isn't in its final form and have to retcon things later when the final form comes out. Therefore it is very unlikely that I would allow any UA subclasses, unless it's for some sort of one-shot or specialty adventure that is explicitly not part of the my multiverse's continuity. (I tend to run non-continuity adventures for new players so they can get playing that dragonborn or tiefling out of their system, and that's the place to play that UA subclass too.)</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8057890, member: 6677017"] Classes and subclasses have built-in, non-optional fluff in my campaigns. Some of them are broader (like Champion Fighter or Thief Rogue) while others are more specific (Oath of Devotion paladins are specifically connected to the LG member of the Empyrean Pantheon). Earlier in the edition I used to try to incorporate new published subclasses into the fluff. Eventually they started making a bunch of really niche subclasses. A while ago I decided that any new subclasses would have to be approved on a case by case basis. Some of them might not get approved ever, and others it might make sense for a certain backstory. We also stick to official WotC sources. Because UA material isn't in its final form, I can't analyze how or if it's going to fit into my world. With mechanical things that are more in the background influencing numbers, I wouldn't have a problem testing them out. But with things that influence the fluff of my world (such as subclasses how I use them), I'm not going to introduce an element that isn't in its final form and have to retcon things later when the final form comes out. Therefore it is very unlikely that I would allow any UA subclasses, unless it's for some sort of one-shot or specialty adventure that is explicitly not part of the my multiverse's continuity. (I tend to run non-continuity adventures for new players so they can get playing that dragonborn or tiefling out of their system, and that's the place to play that UA subclass too.) [/QUOTE]
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