So, I preordered the physical version of Explorer's Guide to Wildemount a couple weeks back, and it arrived yesterday around 3:00 PST. I have already read most of the book, and I am quite pleased with it so far, even though I will likely never run a Wildemount campaign, but may include the world in my Spelljammer campaign. I love the new subclasses, and the spells, and magic items and monsters, but I still have some problems/disappointments with the book, like probably everyone else.
What are everyone elses' thoughts? Favorite parts of the book? Any comments that you have on the book are welcome in this thread.
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Personally, I really love the Gazetteer chapter - there is sooooo much great information in there to make my job easier as a DM. My players want to go off-track? That's fine, they can go wherever they want - the gazetteer has me covered for flavour and ideas for adventure.
Still absorbing everything myself, but I don't think enough people are appreciating the "Heroic Chronicle" section that gives you an instant interesting backstory with just a few dice rolls. It's an amazing world building mechanic that should be adapted to every new setting going forward.
Still absorbing everything myself, but I don't think enough people are appreciating the "Heroic Chronicle" section that gives you an instant interesting backstory with just a few dice rolls. It's an amazing world building mechanic that should be adapted to every new setting going forward.
So much this^^^^
This is a "hidden gem" that I had not expected to get with this book. A couple of the people in my group struggle with backstory so this will be a very useful tool for them.
It is not really a disappointment, but I was very surprised to see so many race options reprinted in this book.
Still absorbing everything myself, but I don't think enough people are appreciating the "Heroic Chronicle" section that gives you an instant interesting backstory with just a few dice rolls. It's an amazing world building mechanic that should be adapted to every new setting going forward.
It is a little bit confusing the first time you read it, but I completely agree. It's an immense help for investing in a character.
Personally, I really love the Gazetteer chapter - there is sooooo much great information in there to make my job easier as a DM. My players want to go off-track? That's fine, they can go wherever they want - the gazetteer has me covered for flavour and ideas for adventure.
Yes, I also love this so so much, I felt a little lost DMing my current Eberron campaign when players decided to go off rails; and this helps so much I'll see with my players about changing campaign settings =P
Still absorbing everything myself, but I don't think enough people are appreciating the "Heroic Chronicle" section that gives you an instant interesting backstory with just a few dice rolls. It's an amazing world building mechanic that should be adapted to every new setting going forward.
So much this^^^^
This is a "hidden gem" that I had not expected to get with this book. A couple of the people in my group struggle with backstory so this will be a very useful tool for them.
It is not really a disappointment, but I was very surprised to see so many race options reprinted in this book.
I was surprised to see so many reprints as well. I know why they had to do it, but I wish they could've had that space for something else in the book. (I guess it helps a lot with Adventurer's League, but I think everyone agrees that the rules for Adventurer's League need to be fixed, not the format of the books.)
I love the fact that they went through the trouble of creating 3 tables for your character's favorite food. This is great, and if I ever run Wildemount, the Heroic Chronicle will be required in my games for all of my players.
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The reprints make sense because those races are present in some way in Exandria, which meant that Mercer and co needed to have them available to the player. Having them scattered to the four winds across two hundred dollars of other sources is no bueno, and frankly I figure that's part of why this book was allowed to be a three hundred page grimoire in the first place - the Wizards folks finding a shred of soul left forgotten in a shriveled corner of spleen somewhere and letting Mercer have extra pages to reprint those races.
As for the book itself, I have not read/absorbed all of it yet, but yes. The Heroic Chronicle is an absolute gem and I will be incorporating it into my games going forward. Wildemount or no, Exandria in general is making an excellent case for being better than running games in Faerun in every conceivable way, and I haven't even touched the Gazetteer or the preschool adventures yet. it's all so good. I'll likely be using pieces of the Heroic Chronicle for my characters even outside Exandria, whether the DM asks me to or not, and in games I run it will be brought up and most likely used.
Side Things: >I really like the organization of deities into 'Good Gods', 'Bad Gods', and 'Not-Quite-Gods-but-close-enough-for-horseshoes". It keeps the actual pantheon size under control (pardon a moment while I go glare ferociously at the Forgotten Flippin' Realms), while allowing players who're really attached to a particular deity or Deific Ideal for their story to create a 'Lesser Idol' that doesn't compete with the setting's regular deities. >I have an unhealthy lust for those new pallid elves. Don't get me wrong, there are way to goddamn many elf subspecies in this game, but oh muh Jeebus is this new pallid subtype so, so my speed. >It's nice that the other regions/continents of Exandria got a mention. This is a guide to Wildemount, and Mercer himself says Wildemount is his crowning achievement insofar as development of Exandria goes...but man. It was nice to see the rest of the world get its own little piece of the Official Canon Pie, too.
Overall, this is exactly what I want to see out of a new sourcebook. Eberron was good, this is amazing. The Forgotten Realms can be actually forgotten now; nowhere in any of 5e's canon are they laid out anywhere nearly as usefully as this. THIS is how you Campaign Setting.
Pallid Elves are cool and all (I prefer the new Dragonborn subraces), but why do they get the sleep spell? Is there a lore reason for it? Elves can't fall asleep, so it only helps when interacting with other races.
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Pallid Elves are cool and all (I prefer the new Dragonborn subraces), but why do they get the sleep spell? Is there a lore reason for it? Elves can't fall asleep, so it only helps when interacting with other races.
In a lot of the older lore, if PCs encountered elven parties in the woods they would revel their asses off and black out because elven wine is like ruffies to humans.
Pallid Elves are cool and all (I prefer the new Dragonborn subraces), but why do they get the sleep spell? Is there a lore reason for it? Elves can't fall asleep, so it only helps when interacting with other races.
It would work on most creatures (assuming they are weak enough) so it is not that odd.
Pallid elves have a deep connection to Sehanine, goddess of the moon, illusions, trickery and twilight. Being able to lull someone to sleep is a pretty natural spell choice for a people intrinsically tangled up with such a deity's gifts.
Pallid elves have a deep connection to Sehanine, goddess of the moon, illusions, trickery and twilight. Being able to lull someone to sleep is a pretty natural spell choice for a people intrinsically tangled up with such a deity's gifts.
Thank you, this is the lore that I was looking for.
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Please check out my homebrew, I would appreciate feedback:
This is a "hidden gem" that I had not expected to get with this book. A couple of the people in my group struggle with backstory so this will be a very useful tool for them.
It is not really a disappointment, but I was very surprised to see so many race options reprinted in this book.
I was surprised to see so many reprints as well. I know why they had to do it, but I wish they could've had that space for something else in the book. (I guess it helps a lot with Adventurer's League, but I think everyone agrees that the rules for Adventurer's League need to be fixed, not the format of the books.)
I love the fact that they went through the trouble of creating 3 tables for your character's favorite food. This is great, and if I ever run Wildemount, the Heroic Chronicle will be required in my games for all of my players.
Just a note: EGtW is not an AL-legal book, for either the Forgotten Realms or Eberron (Oracle of War) campaigns. I think the reprints are intended more to present all the playable races that exist in the setting without expecting people to buy 5 other books originally released for the Forgotten Realms setting. It's especially intended as a good entry product (besides the PHB) for players and DMs new to D&D 5e.
I'm really disappointed that both dragonborn variants need to give up Resistance for a 1/short rest ability and darkvision. I think with that prices and how weak the original is, they should get more powerful ability than those two. Look at what pallid elves get, two skill permanent advantage AND a spellcasting trait, it made draconblood variant like a joke.
So, I preordered the physical version of Explorer's Guide to Wildemount a couple weeks back, and it arrived yesterday around 3:00 PST. I have already read most of the book, and I am quite pleased with it so far, even though I will likely never run a Wildemount campaign, but may include the world in my Spelljammer campaign. I love the new subclasses, and the spells, and magic items and monsters, but I still have some problems/disappointments with the book, like probably everyone else.
What are everyone elses' thoughts? Favorite parts of the book? Any comments that you have on the book are welcome in this thread.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm a little disappointed that the vestiges aren't in it, I thought they were supposed to be in it.
Hi there, the Vestiges of Divergence can be found in the Wildemount Treasures section here:
https://www.dndbeyond.com/sources/egtw/wildemount-treasures#VestigesofDivergence
If you're looking for specific Vestiges of Divergence other than these, they might be found in a separate publication, "the Tal'Dorei campaign guide"
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Personally, I really love the Gazetteer chapter - there is sooooo much great information in there to make my job easier as a DM. My players want to go off-track? That's fine, they can go wherever they want - the gazetteer has me covered for flavour and ideas for adventure.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Still absorbing everything myself, but I don't think enough people are appreciating the "Heroic Chronicle" section that gives you an instant interesting backstory with just a few dice rolls. It's an amazing world building mechanic that should be adapted to every new setting going forward.
So much this^^^^
This is a "hidden gem" that I had not expected to get with this book. A couple of the people in my group struggle with backstory so this will be a very useful tool for them.
It is not really a disappointment, but I was very surprised to see so many race options reprinted in this book.
She/Her Player and Dungeon Master
It is a little bit confusing the first time you read it, but I completely agree. It's an immense help for investing in a character.
Yes, I also love this so so much, I felt a little lost DMing my current Eberron campaign when players decided to go off rails; and this helps so much I'll see with my players about changing campaign settings =P
I was surprised to see so many reprints as well. I know why they had to do it, but I wish they could've had that space for something else in the book. (I guess it helps a lot with Adventurer's League, but I think everyone agrees that the rules for Adventurer's League need to be fixed, not the format of the books.)
I love the fact that they went through the trouble of creating 3 tables for your character's favorite food. This is great, and if I ever run Wildemount, the Heroic Chronicle will be required in my games for all of my players.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
The reprints make sense because those races are present in some way in Exandria, which meant that Mercer and co needed to have them available to the player. Having them scattered to the four winds across two hundred dollars of other sources is no bueno, and frankly I figure that's part of why this book was allowed to be a three hundred page grimoire in the first place - the Wizards folks finding a shred of soul left forgotten in a shriveled corner of spleen somewhere and letting Mercer have extra pages to reprint those races.
As for the book itself, I have not read/absorbed all of it yet, but yes. The Heroic Chronicle is an absolute gem and I will be incorporating it into my games going forward. Wildemount or no, Exandria in general is making an excellent case for being better than running games in Faerun in every conceivable way, and I haven't even touched the Gazetteer or the preschool adventures yet. it's all so good. I'll likely be using pieces of the Heroic Chronicle for my characters even outside Exandria, whether the DM asks me to or not, and in games I run it will be brought up and most likely used.
Side Things:
>I really like the organization of deities into 'Good Gods', 'Bad Gods', and 'Not-Quite-Gods-but-close-enough-for-horseshoes". It keeps the actual pantheon size under control (pardon a moment while I go glare ferociously at the Forgotten Flippin' Realms), while allowing players who're really attached to a particular deity or Deific Ideal for their story to create a 'Lesser Idol' that doesn't compete with the setting's regular deities.
>I have an unhealthy lust for those new pallid elves. Don't get me wrong, there are way to goddamn many elf subspecies in this game, but oh muh Jeebus is this new pallid subtype so, so my speed.
>It's nice that the other regions/continents of Exandria got a mention. This is a guide to Wildemount, and Mercer himself says Wildemount is his crowning achievement insofar as development of Exandria goes...but man. It was nice to see the rest of the world get its own little piece of the Official Canon Pie, too.
Overall, this is exactly what I want to see out of a new sourcebook. Eberron was good, this is amazing. The Forgotten Realms can be actually forgotten now; nowhere in any of 5e's canon are they laid out anywhere nearly as usefully as this. THIS is how you Campaign Setting.
Please do not contact or message me.
I had all but forgotten the Pallid Elves. Another addition that was welcome, but completely unexpected.
She/Her Player and Dungeon Master
Reminds me of the OD&D Gaz publications. That’s why I still play in my own variation of that world. This is a contender though
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Pallid Elves are cool and all (I prefer the new Dragonborn subraces), but why do they get the sleep spell? Is there a lore reason for it? Elves can't fall asleep, so it only helps when interacting with other races.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
In a lot of the older lore, if PCs encountered elven parties in the woods they would revel their asses off and black out because elven wine is like ruffies to humans.
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DDB Buyers' Guide
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It would work on most creatures (assuming they are weak enough) so it is not that odd.
She/Her Player and Dungeon Master
Pallid elves have a deep connection to Sehanine, goddess of the moon, illusions, trickery and twilight. Being able to lull someone to sleep is a pretty natural spell choice for a people intrinsically tangled up with such a deity's gifts.
Please do not contact or message me.
Thank you, this is the lore that I was looking for.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just a note: EGtW is not an AL-legal book, for either the Forgotten Realms or Eberron (Oracle of War) campaigns. I think the reprints are intended more to present all the playable races that exist in the setting without expecting people to buy 5 other books originally released for the Forgotten Realms setting. It's especially intended as a good entry product (besides the PHB) for players and DMs new to D&D 5e.
I'm really disappointed that both dragonborn variants need to give up Resistance for a 1/short rest ability and darkvision. I think with that prices and how weak the original is, they should get more powerful ability than those two. Look at what pallid elves get, two skill permanent advantage AND a spellcasting trait, it made draconblood variant like a joke.
Dragonborn are a joke
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I have for the first time had the urge to play as a Halfling Druid, with the new Lotusden Halfling.
Please check out my homebrew, I would appreciate feedback:
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