D&D 5E Thirty-six views of VGtM

flametitan

Explorer
I have mixed emotions on the goblinoid section. I would slightly quibble with your characterization (not so much the greater glory of conquest, as a certain deity ... etc.), but I think the following two things can be true-

It's a bit mixed. It's (supposedly, a lot of people leave out that despite being full of goddidit there's room for plausible deniability in VGM) the will of Maglubiyet that brings them together, but it's the glory of victory in battle that serves as the long term adhesive that keeps them together. As soon as there's a couple years of relative piece, everything falls apart (and there's no mention of Maglubiyet willing it to fall apart.)

I'm on the fence; on the one hand, I do like it a lot. OTOH, I've already developed goblinoids in a different way, and this will require .... RETCONNING in my campaign.

Oh certainly. Not everyone will find every piece of lore in this book useful to their games (as the Great Gnoll Argument will testify). I myself will certainly believe there's great parts of VGM that just might not work in my game (though making it work isn't as hard for me; my next campaign hasn't started so I don't have to worry about retcons too much)
 

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flametitan

Explorer
I know people like the "relevant to adventuring" details more than little bits of fluff like the goblin Jester, but It's always a nice touch that helps the world feel alive.

As for the races, I'm still not fond of how they handled kobolds and orcs (especially kobolds, I'd much rather a trapmaker ability than cowering) as player races (stat decreases instead of abilities that encourage a flavour) but it has dulled a little over time. The other monstrous races range from decent but don't get much (hobgoblin) to decent and get a lot (Yuan-ti). I don't know if any of them get anything that makes them truly "stand-out" though.

My initial thoughts on Aasmiar were mixed, and they're still a little mixed. On the one hand, they are definitely not just "good" tieflings anymore; on the other hand I was planning to write up some variant abilities for them along the lines of the SCAG tieflings and now have to rethink it.

Firbolg flavour is pretty much exchanging the druid class for a druid race (speech of beast and leaf reinforces this), but it represents something a fair bit different from forest gnomes or elves. Neither of them are outright protectors of nature, they just live in forests. Firbolgs do. Gnomes try to hide their homes, Elves don't care (they're just secluded), while firbolgs try to hide they they're firbolgs, but will step in to try and prevent their groves from being harmed. Mechanically their traits represent someone who conceals themselves with the disguise self spell, or keep themselves hidden with an invisibility causing trait. The rest reflects being a nature giant.

Goliath is a reprint of the EEPC. I don't know what it is, but they're missing something to help them escape the shadow of being tall humans and a different way of playing a half-orc. Perhaps something that really drives home their nature of self-dependence beyond what the flavour does. I don't think they're bad as far as playing them (one of my favourite characters was a goliath fighter named Axesmasher), but they could use a more solid footing.

Kenku have a fairly interesting backstory to hook ideas onto, but mechanically might have a hard time having their choice in race stand in the foreground. The only thing they really have is the ability to copy. That copying, however, covers almost everything from document forgeries to replica trinkets to sounds. More likely however is that the difference between a Kenku and a Charlatan of a different race in play is more likely going to come down to the fact that kenku can't talk normally, and have to mimic. This is going to get on the nerves of the rest of the group if you overdo it though, so even that might not always be as important, depending on how many NPCs you talk to.

Lizardfolk are almost the opposite of Kenku to me in that they have a meh background but really flavourful traits. Their backstory is straightforward (live in swamps and just want to be left alone, don't really understand humanoid ideals sometimes) but they're supposed to have an alien mindset compared to other humanoids (ideally have no emotions at all, but to me seems less Vulcan and more pragmatic). Mechanically though, wow. You might have a hard time taking advantage of everything, but if you can, you'll feel a heck of a lot different from the rest of the party. Running into battle naked to chow down on goblins, and then when you're done fighting you can skin them to make shields and javelins! Warning: Not for mixing with lawful good Paladins.

Tabaxi have an interesting (but not for everyone) backstory of being wanderers from (I assume) fantasy Mesoamerica, who delight in looking at and finding weird stuff. Now, I've heard them be compared to Kender, but that's not entirely true. Kender can't understand property. Tabaxi clearly do, but that won't stop them. Mechanically, they're leopards, maybe with a dash of cheetah, with the ability to climb walls easy and bursts of super speed. And they have claws. They don't quite evoke the background flavour on their own, but they suffice for making you feel different from other party members (especially if you stack it with monk abilities)

Triton: flavourfully sea elves, mechanically Aquaman. They go together well enough on their own.

Tabaxi, lizardfolk, and tritons all have a quirk table, which is what's more likely going to be what captures the background flavour. Firbolgs have a "Why are you an outcast?" table (which not all of you would want to roll on; maybe you're not an outcast), and Aasimar have a quick table for making an angellic being to guide them (mostly as a starting point, you can make your own or have a reason for said guide to abandon you).
 
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flametitan

Explorer
All that said, IMO I would love to play a Lizardfolk. I disagree re: background. I thought the background had plenty o' flavor; enough for a a Lizardfolk to sink his teeth into. ;)

The PC section was really what grabbed my attention to look at the book in the first place. Admittedly I was also a little disappointed by how it was handled, mainly in the Monstrous adventurer's section, which had the races a lot of us wanted the book for in the first place. I still liked their inclusion, however. It can be easier to make a world fit a specific flavour when you're provided races whose default write-ups tends towards that flavour, rather than having to rewrite their background.

The klizardfolk background wasn't a bad background per se. It's just very straightforward, and really only focuses on their place in the world, compared to the Kenku, which has a detailed story regarding both their origin and their current place in the world, giving you a variety of angles to tackle. With lizardfolk to me it only feels like you're tackling how alien they are compared to other humanoids. You can make a character with that, but it's hard to make multiple characters off of one background element alone. (It's a good thing we have backgrounds as a focused mechanic)
 


guachi

Hero
The more I read posts like this, the more I'm convinced that making it Volo's Guide was a mistake. Way too many people see that and assume FR (can't really blame them), and they are missing out on a great product, overall.

I didn't buy it because it said "Volo's" on it. You mean it includes annoying commentary by Volo and the DIAF Elminster? No thank you!

I'll probably get around to buying it and put actual sticky notes over the commentary as it sound like a useful resource for me as a DM especially at a discounted price if I can find it. I Should have purchased it from Amazon at a holiday price of $25.
 

Sacrosanct

Legend
I didn't buy it because it said "Volo's" on it. You mean it includes annoying commentary by Volo and the DIAF Elminster? No thank you!
.

Aaarrrrgggghhhh! See, this is exactly the response I'm talking about. I'm not blaming you, but pointing out how labeling it "Volo's Guide" was a marketing mistake, because it hardly has any of that commentary in it. Certainly not enough that I actually paid any attention to it. Very unobtrusive.
 

Saint_Ridley

Villager
18. Goblinoids. Challenge- combine the goblins, hobgoblins, and bugbears. VGtM attempts to do that. Was it successful? Kinda. And it separated those out from the Kobolds and the Orcs.

Might run a game one day where the Goblins are the children, the Hobgoblins are the adult men, and the Bugbears are the adult women. Maybe. It gives me some ideas for fleshing out the society if they have such major dimorphism, at least.
 


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