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(ENN) Kobold Press’ Midgard Coming soon to Kickstarter
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<blockquote data-quote="Ath-kethin" data-source="post: 7706553" data-attributes="member: 6798775"><p>I wouldn't necessarily agree that Kobold isn't interested in publishing 5e stuff or is doing so unwillingly. </p><p></p><p>My issue with their stuff is that it adds tons and tons of stuff, but very little that is outside the box and nothing that expands the game. For example, the <em>Tome of Beasts</em> includes four new types of hags, all of which are slight variations of the ones in the Monster Manual and could have been handled with a sidebar. All of them also include "new" abilities that work exactly the same way as other abilities available in the game already. To me, this reads as "more crunch for the sake of having more crunch, and necessity be damned. That, to me, is the very essence of 3.x. Additional extra fey and other uninspired monsters fill the pages (along, it must be said, with a few welcome updates and some well-done old Lovecraftian friends). </p><p></p><p>I guess I also feel that Kobold's stuff, more than any other expansion stuff I've seen, illustrates the weaknesses of 5e's chassis+subclass approach, particularly when it comes to wizards. Wolfgang Baur wrote many amazing products for the old Al-Qadim line (you can feel his love for the setting in many of the old AQ monsters included in the <em>Tome of Beasts</em>, for that matter), but the Kobold Press take on a 5e Clockwork Mage makes me want to weep. It's a basic, <em>fireball</em>-slinging wizard (just like <em>every single wizard</em> in 5e), but its <em>animate construct</em> spells last a bit longer and it can turn into a golem of sorts. Whoopee.</p><p></p><p>In fairness, they have a bunch of new spells everybody can argue over. Though again, the constant adding of new spells and other garbage is a very 3.x approach.</p><p></p><p>I guess loads of extra crunch is what a lot of people want. It would bother me less if it actually expanded the rules, and added something that isn't just a rephrasing of another ability.</p></blockquote><p></p>
[QUOTE="Ath-kethin, post: 7706553, member: 6798775"] I wouldn't necessarily agree that Kobold isn't interested in publishing 5e stuff or is doing so unwillingly. My issue with their stuff is that it adds tons and tons of stuff, but very little that is outside the box and nothing that expands the game. For example, the [I]Tome of Beasts[/I] includes four new types of hags, all of which are slight variations of the ones in the Monster Manual and could have been handled with a sidebar. All of them also include "new" abilities that work exactly the same way as other abilities available in the game already. To me, this reads as "more crunch for the sake of having more crunch, and necessity be damned. That, to me, is the very essence of 3.x. Additional extra fey and other uninspired monsters fill the pages (along, it must be said, with a few welcome updates and some well-done old Lovecraftian friends). I guess I also feel that Kobold's stuff, more than any other expansion stuff I've seen, illustrates the weaknesses of 5e's chassis+subclass approach, particularly when it comes to wizards. Wolfgang Baur wrote many amazing products for the old Al-Qadim line (you can feel his love for the setting in many of the old AQ monsters included in the [I]Tome of Beasts[/I], for that matter), but the Kobold Press take on a 5e Clockwork Mage makes me want to weep. It's a basic, [I]fireball[/I]-slinging wizard (just like [I]every single wizard[/I] in 5e), but its [I]animate construct[/I] spells last a bit longer and it can turn into a golem of sorts. Whoopee. In fairness, they have a bunch of new spells everybody can argue over. Though again, the constant adding of new spells and other garbage is a very 3.x approach. I guess loads of extra crunch is what a lot of people want. It would bother me less if it actually expanded the rules, and added something that isn't just a rephrasing of another ability. [/QUOTE]
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