WotC Vecna Eve of Ruin: Everything You Need To Know

WotC has posted a video telling you 'everything you need to know' about Vecna: Eve Of Ruin.

WotC has posted a 19-minute video telling you 'everything you need to know' about Vecna: Eve Of Ruin.
  • Starts at 10th level, goes to 20th.
  • Classic villains and setting, famous characters, D&D's legacy.
  • Vecna wants to become the supreme being of the multiverse.
  • Vecna is a god of secrets and secrets and the power of secrets are a theme throughout the book.
  • A mechanical subsystem for using the power of secrets during combat.
  • Going back to Ravenloft, the Nine Hells, places where 5th Edition has been in the last 10 years.
  • It would be a fun 'meta experience' for players to visit locations they remember lore about.
  • Finding pieces of the Rod of Seven Parts, pieces throughout the multiverse.
  • Each piece in one of seven distinct planes or settings.
  • Allustriel Silverhand has noticed something is wrong, puts call out to Tasha and Mordenkainen, who come to her sanctum in Sigil.
  • The (10th level) PCs are fated to confront Vecna.
  • Lord Soth and Strahd show up. Tiamat is mentioned but doesn't appear 'on screen'.
  • Twists, turns, spoilers.
  • It's a 'love letter to D&D'.

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Parmandur

Book-Friend
I think LoX was fine, really, what they missed out on were more system descriptions (like Realmspace, Greyspace, etc.), more on the Rock of Bral, and system exploration and adventure generation tables.
 

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I think LoX was fine, really, what they missed out on were more system descriptions (like Realmspace, Greyspace, etc.), more on the Rock of Bral, and system exploration and adventure generation tables.
I'll agree with most of this (but as I said in my previous post, I think the adventure should have been longer, even if the free one on D&DB wasn't supposed to be part of it due to the difference in tone you mentioned). The lack of some sample systems to spur exploration and the lack of charts and suggestions on how to create new systems were a big missing part of the set. As others have pointed out, more on ship to ship combat would have been very helpful as well.

Also, we're straying from the Vecna conversation here...
 

Parmandur

Book-Friend
I'll agree with most of this (but as I said in my previous post, I think the adventure should have been longer, even if the free one on D&DB wasn't supposed to be part of it due to the difference in tone you mentioned). The lack of some sample systems to spur exploration and the lack of charts and suggestions on how to create new systems were a big missing part of the set. As others have pointed out, more on ship to ship combat would have been very helpful as well.

Also, we're straying from the Vecna conversation here...
I appreciated the streamlined combat rules, but certainly more material like in the back of Ghoats of Saltmarsh (but iiiiiin spaaaa!ce!!) would have been great and the Adventure could have had slightly more room to breath. If all the material they dud publish (after a freaking sensitivity reader pass, good Lord), but in a 320 page book with more solid Setting material...
 

Erdric Dragin

Adventurer
I think LoX was fine, really, what they missed out on were more system descriptions (like Realmspace, Greyspace, etc.), more on the Rock of Bral, and system exploration and adventure generation tables.
5E misses out on practically everything and always will.

The Golden Age of D&D is, and always will be, the first two editions where we had MASSIVE amounts of lore and settings and setting lore and game mechanics. Practically everything and even things small groups would ever use, which is fine, cause I'd rather have a ton of stuff I might use than to have extremely small handful of stuff and desiring something else.
 

bedir than

Full Moon Storyteller
5E misses out on practically everything and always will.

The Golden Age of D&D is, and always will be, the first two editions where we had MASSIVE amounts of lore and settings and setting lore and game mechanics. Practically everything and even things small groups would ever use, which is fine, cause I'd rather have a ton of stuff I might use than to have extremely small handful of stuff and desiring something else.
I rather enjoy not having to know multiple encyclopedias worth of lore to play a game with my friends where what happens at the table is important. Gary and Ed's tables never impacted mine.
 





I rather enjoy not having to know multiple encyclopedias worth of lore to play a game with my friends where what happens at the table is important. Gary and Ed's tables never impacted mine.
Yeah but you don’t have to use lore if you don’t want it. So how would it harm you if there was more. Just ignore it. That’s the thing. I would like more lore. Not because I use it all, or even most of it, but it helps me develope ideas. I can build and customize lore.
 

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