D&D 5E Stormwreck Isle Starter Sets show up in the wild!

Burnside

Space Jam Confirmed
Supporter
Ah - I did just notice a change with the elves.

Like MMoM, Fey Ancestry is just advantage on save to resist or end charmed condition
The "Magic can't put you to sleep" ability is now part of the Trance ability that also allows you to finish a long rest in 4 hours.

This is true of both the Wood Elf and High Elf.
 

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pukunui

Legend
Ah - I did just notice a change with the elves.

Like MMoM, Fey Ancestry is just advantage on save to resist or end charmed condition
The "Magic can't put you to sleep" ability is now part of the Trance ability that also allows you to finish a long rest in 4 hours.

This is true of both the Wood Elf and High Elf.
Yeah, that's the sort of change I was wondering about! At the very least, that should confirm that the PHB races will get the MotM treatment as well.
 



Parmandur

Book-Friend
Oh! Hill dwarf is different, too!

Lacks the "Dwarven Combat Training" ability and "Tool Proficiency" ability that all PHB dwarves get.

These would definitely be changes in keeping with the "race does not equal culture" philosophy.ight drafts, at any rate.
 


so the MotM style not 2014 style...interesting
One would imagine the new PHB elf will be the same as MotM Eladrin, apart from the Fey Step ability replaced with "choose a wizard cantrip or +5' move".

It seems that the 2024 rules will be a "5.5" with backwards compatibility, rather than a complete re-write.

It might be worth noting, though, that the classes most likely to get a rewrite (ranger, sorcerer, warlock, barbarian) are not represented; neither are half orcs and half elves.
 
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Can someone look at the woodelf and tell me how second wind recharges?

Arcane recovery does not tell anything, because it has always been a once per long rest ability that you just happen to use on a short rest (which won't go away for hp recovery).
 

Burnside

Space Jam Confirmed
Supporter
Can someone look at the woodelf and tell me how second wind recharges?

Arcane recovery does not tell anything, because it has always been a once per long rest ability that you just happen to use on a short rest (which won't go away for hp recovery).

Short rest is short rest. The fighter's Action Surge and the cleric and paladin's Channel Divinity both recharge on a short rest. The rulebook has short rests in it and they are "at least one hour" as they always were.
 

Burnside

Space Jam Confirmed
Supporter
Finished reading the adventure last night. It's very, very good.

I would say hands-down better intro to D&D than Dragon of Icespire Peak. It consists of a home base, three adventure sites, and three "random encounters" to be used when traveling around the island. All three adventure sites are much more thoughtfully written and fleshed out than anything in DoIP, and each site has an interesting story and the roleplaying opportunities across the board are much stronger.

I'm not sure if it's better than Lost Mine of Phandelver. I would have to run it. It does some stuff better - more role-playing opportunities, better NPCs, richer story. But Lost Mine of Phandelver makes players feel like they have completed a mini-epic and gone from level 1 to 5. Dragon of Stormwreck Isle will make players feel like they have done three pretty self-contained fun adventures, met some cool NPCs, and seen some neat stuff. It's probably 4 4-hour sessions, whereas LMoP can easily take 10-12 4 hour sessions.

The third and climactic adventure site in Dragon of Stormwreck Isle is the weakest of the three, with a BBEG who could easily get curb-stomped in one round by the recommended 4-5 level 3 characters, particularly if they roll well in initiative, and an interesting ritual set-piece combat encounter that, as written, most players would never see since they'll prevent it from ever starting. I suspect a lot of DMs will be tweaking this chapter to offer more of a challenging conclusion. The two earlier adventure sites are both really, really good.

I would say that Dragons of Stormwreck Isle is a good enough adventure that it's worth the price of admission on its own. If this was your first D&D adventure, you're probably going to have a really good time.
 
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