u/Wystanek

The World of Warcraft D&D book looks mechanically underwhelming
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The World of Warcraft D&D book looks mechanically underwhelming

DnD in Azeroth class preview - LINK

After reading the preview for the World of Warcraft x D&D book, I’m honestly feeling pretty disappointed by how mechanically light it seems.

I’m not saying every single WoW class needed to become a full new D&D class with multiple subclasses. That would probably be unrealistic, but at the same time, this is Wizards of the Coast working with World of Warcraft (two massive brands) so I expected a bit more ambition than “pick an existing D&D class and reflavor it.”

The preview says the book covers all 13 WoW classes, but includes only 9 new or revised subclasses and "40 specializations". A lot of those specializations seem to be more like suggested builds using existing classes, subclasses, spells, and equipment rather than actual new mechanics.

And that is where I’m struggling with it...

Demon Hunter feels like the obvious example. If any WoW class deserved to be a full new D&D class, it was probably that one. Warglaives, fel magic, demonic transformation, mobility, soul fragments... It has a very distinct identity. But from the preview, it looks like it is being handled as a Ranger subclass.

Shaman as Barbarian also feels strange to me. I get that D&D adaptations require compromises, but Shaman is such a magic-heavy, elemental, totem-based class that making it a Barbarian with some swapped features feels more like a workaround than a proper adaptation (something like warpriest for druid would be more accurate).

Then there are things like Warrior being basically Fighter with a few new maneuvers, Rogue or Hunter. At that point, I start wondering what the book is actually offering beyond official permission to reflavor existing options.

I don’t need every WoW class to be built from scratch. But I would have loved to see at least one major new class, a few more genuinely distinct subclasses, and some iconic WoW-style feats or mechanics that make the book feel like more than a setting skin.

Maybe the full book will have more going on than the preview suggests, and I’m open to being wrong. But based on what we’ve seen so far, it looks less like a bold adaptation of Warcraft into D&D and more like a very conservative reflavoring guide.

P.S.

IMO this could have been a perfect opportunity to lean into the optional Spell Points rule from the DMG. Mana is such a core part of WoW’s identity that using spell points, or a Warcraft flavored version of them, would have immediately made casters feel more like their MMO counterparts instead of just standard D&D spellcasters with a different coat of paint.

u/Wystanek — 8 days ago

Less lethality for first timers

My group and I have been playing TTRPGs for many years. We've played mostly fantasy (5e, PF2e, Nimble, which we absolutely loved for its streamlined rules, Warhammer, Twilight: 2000), and we're even planning to try Huckleberry soon. We've had naval adventures and ship combat before, but it's never been the main focus.

One thing we've never really played, though, is an OSR game.

I know that lethality is a huge part of the OSR experience and Pirate Borg's identity. At the same time, our group has always enjoyed getting attached to our characters. Deaths happen, but the characters' stories are still important, so I'm a little worried that the default lethality might be a bit too much for some of my players.

I'm considering two tiny tweaks:

-Roll HP with advantage (roll twice, keep the higher result).

-Instead of dying automatically at negative HP, always roll on the Broken table once you hit 0 HP.

Would these two house rules significantly hurt the Pirate Borg experience, or do you think they'd preserve the spirit of the game while making it a bit more forgiving for an OSR-first group?

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u/Wystanek — 3 months ago