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Back in older WoW, the faction divide was much stricter. Playing together across factions simply wasn't really a thing, and depending on when your campaign is set, having an Orc, Human, Forsaken, and Night Elf casually adventuring together could feel very strange from a lore perspective.
Modern WoW is obviously much more flexible about this, with the factions cooperating far more often and cross-faction gameplay becoming increasingly normal.
Of course, the era your campaign takes place in makes a huge difference. A campaign set during the Third War or early WoW might justify much stronger restrictions than one set in the current timeline.
I'm not sure yet how strict I'd want to be. Part of me likes preserving that faction identity and making Horde vs. Alliance actually matter, but at the same time I don't really want to tell someone they can't play the character they're excited about just because another player picked the opposite faction.
How are you planning to handle it in your campaign?
This is sort of a general train of thought thread, not linking up to any particular boss fight so much as thinking about boss fight mechanics in general.
What are some boss mechanics you've seen, particularly in World of Warcraft, that feel reasonable to translate to 5E?
I'd imagine the coming WoW D&D book will definitely have a bunch. It's what has me most curious about the dungeons included in the upcoming book, how they'll handle all the very MMO centric design ideas over into D&D, and what learnings can be had from it.
One easy one that often pops to my mind is starting a round of combat signalling parts of the terrain as soon being unsafe. Not huge areas, maybe 15ft diameter circles or cubes. If there still are creatures in it at the end of the round, they take damage.
Of course, another angle to the same idea would be to describe it all more loosely at the start of the round, force everyone to make a save, and then ones that fail were standing in the wrong place. But that doesn't telegraph quite the same, and it doesn't force a choice of where to move to avoid it.
One of the things I'm most curious about with the upcoming Warcraft D&D book is how they'll translate iconic WoW abilities into tabletop mechanics.
Some seem fairly straightforward, but others could get really interesting in D&D. Things like Death Grip, Divine Shield, Metamorphosis, Spirit Link Totem, Reincarnation, or Bloodlust/Heroism could work very differently depending on how closely they try to recreate the WoW version.
Which WoW ability are you most curious to see translated into D&D, and how would you want it to work?
I think for me it's Sunken Temple, Blackrock Depths, and Maraudon
Not necessarily the strongest or most iconic boss, but the one whose mechanics you think would translate into the most fun D&D encounter.
There are so many fights in WoW with mechanics that could become really interesting legendary actions, lair actions, environmental hazards, or different phases at the table.
Which boss would you choose, and what part of the fight would you most want to see translated into D&D?
For me, it would probably be Deathwing. I love the idea of the fight featuring some unique mechanics: battling across his body while flying through the sky, destroying his armor plates, surviving everything happening around, before being able to face him in a final encounter on the ground.
I’ve always liked encounters that force players to think outside the box instead of just standing in place and trading attacks, and Deathwing feels perfect for that kind of fight.
I want to import a lot of items from the game into Foundry and, eventually, set up loot tables that somewhat emulate the original game. My players are very loot-driven, so combining this with Item Piles and having mobs drop loot dynamically would be a fun challenge.
Obviously, many of the items still need to be converted, as they are currently only placeholders, but it already looks pretty cool. I just got them into Foundry and wanted to share!
Quería proponeros una campaña que me hace muchísima ilusión.
Con la llegada de la colaboración entre Dragones y Mazmorras y Warcraft, quiero organizar una campaña especial de unas 8-10 sesiones para celebrar su lanzamiento.
La idea es comenzar en septiembre y terminar en diciembre, coincidiendo con la salida del manual oficial. Mientras tanto, jugaremos una campaña creada por la comunidad utilizando el material fan disponible. Cuando el libro se publique, mi intención es traducir el contenido digital y continuar explorando Azeroth con nuevas aventuras.
El ritmo sería de dos sesiones al mes, previsiblemente los lunes a las 22:00 o, si el grupo lo prefiere, alguna noche entre semana cada dos semanas.
Para mí no es una campaña cualquiera. World of Warcraft fue el juego que marcó mi infancia. Lo disfruté con mi familia durante muchísimos años y fue una de las experiencias que despertó mi pasión por los mundos de fantasía. De hecho, buscando una forma diferente de vivir esas aventuras fue como terminé descubriendo el rol.
Por eso me hace tanta ilusión dirigir esta campaña. Creo que puede ser una experiencia muy especial tanto para quienes llevan años en Azeroth como para quienes quieran descubrirla por primera vez.
Si os interesa, escribidme por privado. Si reunimos un buen grupo, nos veremos muy pronto en Azeroth.