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Dungeons & Dragons Rewrites Its Rules for New World of Warcraft Sourcebook

Wizards of the Coast is expanding its Dungeons & Dragons line with a landmark sourcebook that adapts Blizzard's MMORPG, and in doing so it is quietly...

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Wizards of the Coast is expanding its Dungeons & Dragons line with a landmark sourcebook that adapts Blizzard’s MMORPG, and in doing so it is quietly rewriting some of the tabletop game’s core rules. Announced during a virtual press conference this week, Dungeons & Magic: The Gathering|Dungeons & Dragons: World of Warcraft adopts the controversial but highly profitable Universes Beyond licensing scheme first popularized by Magic: The Gathering and will hit stores on November 17.

The book is designed to appeal to everyone who has played the hit MMORPG since its release in 2004, while giving D&D players a lore-heavy world with as much depth as classic settings like Dragonlance or Eberron. But beyond building an audience for both franchises, the expansion is serving as a testing ground for experiments with the core rules of D&D’s newest edition.

The Mythic Boss System

In World of Warcraft, the best gear comes from dungeons and raids where groups of five to 40 players take on powerful boss monsters. These bosses shift their tactics throughout the fight, unleashing new powers or even summoning extra minions, forcing raid teams to adjust their strategies accordingly. The D&D sourcebook will replicate that effect by building on ideas introduced in 2020’s Mythic Odysseys of Theros.

When mythic creatures are reduced to zero hit points under the new system, they refresh their health and return with new abilities. “We have mythic creatures as low as CR 4 for the lowest-level characters, and we have some higher-level mythics that will refresh more than once and give you new stuff to deal with over the course of a pretty protracted boss fight,” senior game designer Joey Haeck said.

Boss Design at the Forefront

The book includes guides for running players through everything from the intro-level dungeon The Deadmines to the epic endgame battle against the Lich King in Icecrown Citadel, a digital adventure accompanying the release. The maps were designed to be less linear than in the MMORPG, and the book offers plenty of quest hooks and narrative suggestions, such as new monsters moving in if you leave the dungeon to rest.

According to the designers, playtesting made it clear that boss battles needed to be the heart of the project. “I think our boss design in this book and in Icecrown Citadel is really sort of pushing the frontiers of our monster design in new and interesting ways,” principal game designer James Wyatt said. “I’m looking forward to continuing to push that design forward in D&D more broadly.”

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More Fun, Less Math

World of Warcraft boss fights often rely on timers or complex math. Players need to make sure they aren’t affected by the frost mage Lady Jaina Proudmoore’s Chilling Touch 20 times or they’ll be frozen solid and might get shattered before an ally can thaw them out. The designers had to come up with flavorful alternatives that would be easier to keep track of in a tabletop setting, giving Jaina the ability to freeze a character in place and then use the frozen character as the center of a huge area-of-effect attack.

In both games it is extremely important to cure this debuff quickly, but the D&D book will let players deal with the problem by using fire damage rather than relying on restoration magic. Moving to avoid debuffs and damage is another core element of WoW battles, and senior game designer Ben Petrisor said players will have to do the same thing.

“WoW is in real-time and it doesn’t always translate to a turn-based RPG, but I think we did a really good job of transferring the essence of those mechanics and design into their stat blocks and the overall gameplay,” Petrisor said. The Lich King will curse characters to make them emit a burst that damages nearby characters at the end of their next turn, forcing everyone in their vicinity to run away.

Bold Mechanical Changes

Beyond delivering complex enemies, D&D: World of Warcraft will feature nine subclasses and more than 40 specializations to replicate the abilities of WoW characters. Most of these fit neatly into the existing rules, like giving Clerics access to the Shadow Domain to make them play like a Shadow Priest. But the designers are also making bolder changes with options like the Oath of the Ebon Blade Paladin, which transforms a holy warrior into a Death Knight by trading not just specialization features, but core abilities like Lay on Hands and Divine Smite.

Wyatt says he wants to keep exploring those kinds of swaps in future D&D books. The designers emphasized that the book is focused on letting D&D players explore a popular fantasy setting rather than making D&D feel more like a video game. Players won’t need to grind for loot or worry about respawning monsters, and they won’t be able to immediately restore all their health and spell slots with a quick snack.

Looking Ahead

The crossover shows how D&D’s designers are thinking about adding complexity to the game, and players are likely to see more transformative subclasses and complicated boss fights spread from Azeroth to the game’s core settings in future releases. Dungeons & Dragons: World of Warcraft will be released on November 17.

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Source: Polygon ↗
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