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<blockquote data-quote="Dualazi" data-source="post: 6949377" data-attributes="member: 6855537"><p><strong>4 out of 5 rating for Tome of Beasts</strong></p><p></p><p>Disclosure: I backed Tome of Beasts during its kickstarter run, receiving both PDF versions and print.</p><p></p><p>Tome of Beasts is a huge 400+ monster resource created by Kobold Press, for those few who might not have known those things. When I backed the project it was with some degree of trepidation, as I had no prior experience with Kobold Press. Fortunately, the faith in them was well founded, as this is an incredible product and one of the best things I've kickstarted to date. That said, on to the particulars:</p><p></p><p>THE GOOD</p><p>- Many high level threats, greatly expanding the somewhat anemic list of challenges found in the 5e MM for high level play</p><p>- Great diversity in monster offerings, while some of the more popular groups (dragons/demons/giants) receive additional content, the book has huge offerings in the way of Fey and Far realm beasts, which is a breath of fresh air.</p><p>- Monster lore is loosely tied to Kobold Press' Midgard setting, but most if the info is so general as to be easy to adapt to most settings</p><p>- The PDF is well optimized and has good picture quality, runs very well on my tablet</p><p>- Monsters seem to be stronger for their CR than the MM options, which is refreshing for those of us who felt the MM low-balled it a bit too much</p><p>- Good paper/ink quality, at least in my book there have been no smudging or legibility issues.</p><p>- Artwork is amazing, with some real standouts like the demon lord of worms and the fey courts.</p><p></p><p>THE BAD</p><p>- A lot of the enemies are humanoid in nature, even if they're classified as fey, and some of them are obvious filler, like (not)dwarves with magic hats, or humans affected by portal magic that just have more HD and innate spellcasting.</p><p>- A lot of redundant/questionable beast races. I have no idea why we need a race of hedgehog folk and a race of lemur folk, but a number of these smack of filler.</p><p>- A few mismatches between how the creature is described/plays and the art representing it. One of the most egregious is a devil-scorpion that serves as a mount to devilish generals, but the artwork depicts it as a humanoid wielding a scythe.</p><p>- While better than the MM, there's still a habit of adding spellcasting onto creatures to make them more dangerous rather than have them possess unique abilities or attacks.</p><p></p><p>Overall, I would absolutely recommend Tome of Beasts to any GM running 5e, it's an incredible supplement and will keep your players on their toes for a long time to come. What flaws it does have are greatly overshadowed by the amazing quality of its positives.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 6949377, member: 6855537"] [b]4 out of 5 rating for Tome of Beasts[/b] Disclosure: I backed Tome of Beasts during its kickstarter run, receiving both PDF versions and print. Tome of Beasts is a huge 400+ monster resource created by Kobold Press, for those few who might not have known those things. When I backed the project it was with some degree of trepidation, as I had no prior experience with Kobold Press. Fortunately, the faith in them was well founded, as this is an incredible product and one of the best things I've kickstarted to date. That said, on to the particulars: THE GOOD - Many high level threats, greatly expanding the somewhat anemic list of challenges found in the 5e MM for high level play - Great diversity in monster offerings, while some of the more popular groups (dragons/demons/giants) receive additional content, the book has huge offerings in the way of Fey and Far realm beasts, which is a breath of fresh air. - Monster lore is loosely tied to Kobold Press' Midgard setting, but most if the info is so general as to be easy to adapt to most settings - The PDF is well optimized and has good picture quality, runs very well on my tablet - Monsters seem to be stronger for their CR than the MM options, which is refreshing for those of us who felt the MM low-balled it a bit too much - Good paper/ink quality, at least in my book there have been no smudging or legibility issues. - Artwork is amazing, with some real standouts like the demon lord of worms and the fey courts. THE BAD - A lot of the enemies are humanoid in nature, even if they're classified as fey, and some of them are obvious filler, like (not)dwarves with magic hats, or humans affected by portal magic that just have more HD and innate spellcasting. - A lot of redundant/questionable beast races. I have no idea why we need a race of hedgehog folk and a race of lemur folk, but a number of these smack of filler. - A few mismatches between how the creature is described/plays and the art representing it. One of the most egregious is a devil-scorpion that serves as a mount to devilish generals, but the artwork depicts it as a humanoid wielding a scythe. - While better than the MM, there's still a habit of adding spellcasting onto creatures to make them more dangerous rather than have them possess unique abilities or attacks. Overall, I would absolutely recommend Tome of Beasts to any GM running 5e, it's an incredible supplement and will keep your players on their toes for a long time to come. What flaws it does have are greatly overshadowed by the amazing quality of its positives. [/QUOTE]
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