ou've got questions—we've got answers! Here's how it works—each week, our Community Manager will scour all available sources to find whatever questions you're asking. We'll pick three of them for R&D to answer, whether about the about the making of the game or anything else you care to know about... with some caveats.
There are certain business and legal questions we can't answer (for business and legal reasons). And if you have a specific rules question, we'd rather point you to Customer Service, where representatives are ready and waiting to help guide you through the rules of the game. That said, our goal is provide you with as much information we can—in this and other venues.
It looks like class groups might help determine the hit points for a class, but how much will a group affect the other mechanics of a class?
The class groupings are going to have very little mechanical impact on the classes. Even the idea of hit points being affected is just a minor consideration—in all the examples from Mike’s Legends & Lore column, we were already thinking of making those hit point changes outside of class groups. In fact, at the moment, we don’t have any concrete plans for the class groups outside of acting as prerequisites for certain highly specialized game mechanics. These groups are just a tag or label that can be applied to the classes, grouping them by their common elements, so that in the rare case where we need to restrict another game object, we can do so. I would stress that we expect the use of these class groups in mechanics and prerequisites to be relatively uncommon, only applying when thematically appropriate. For example, we might say that only mages can use the staff of the magi, because it’s clearly intended for use by arcane magic users. Alternatively, we don’t always have to use class group as a restriction, and we could instead use it to indicate greater potency.
With these class groups, does the class and subclass structure still exist?
Yes. Again, the class group concept is just a label that helps when we need to refer to several classes that have similar characteristics. The choices you make inside your class are not going to change as a result of this concepts implementation.
Would characters that pick up a trickster background (something like a street rat background) qualify as a trickster for any game requirement that cares? What about the same thing for someone who picks up an arcane background?
We expect to apply the class group labels where we see fit, and we will break those groups when we need to. For example, the thief’s Use Magic Device feature can let the rogue ignore all class group restrictions, or we might say that characters of certain backgrounds, subclasses, and even races always count as members of a certain class group. The truth is that we’re still working out how frequently we want to use this tech, and right now we are aiming to be more conservative with how we use it than having it appear all over the place.
How can I submit a question to the D&D Next Q&A?
Instead of a single venue to submit questions, our Community Manager will be selecting questions from our message boards, Twitter feed, and Facebook account. You can also submit questions directly to firstname.lastname@example.org. So, if you'd like to have your question answered in the D&D Next Q&A, just continue to participate in our online community—and we may select yours!
Rodney Thompson began freelancing in the RPG industry in 2001 before graduating from the University of Tennessee. In 2007 he joined the Wizards of the Coast staff as the lead designer and developer for the new Star Wars RPG product line. Rodney is the co-designer of Lords of Waterdeep and is currently a designer for Dungeons & Dragons.