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General Tabletop Discussion
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Volo vs. Kobold
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<blockquote data-quote="Helldritch" data-source="post: 6944692" data-attributes="member: 6855114"><p>Both products are really good.</p><p></p><p>Tome of beasts adds a lot of everthing. Some of it can be repetitive as there are way too much fey/spirit in there able to lure adventurer into watery of sensual deaths... Yet some of the monsters a completely new and really inspiring. The void dragon, with its death throes mechanic is simply brilliant. The ghoul empire and the variant ghouls you can find is something I would have liked to think on my own. It was fun and useful to get the Fey Court and the shadow elves but too many feys are evil for my tastes. Feys should be on the good side with many chaotic neutral and only a few evil ones but hey, alignment can be changed to suit my/your tastes.</p><p></p><p>Volo's on the other hand adds more than monsters. Player races and lore on iconic monsters are really great. With so much idea on how to run them and their psychology, it becomes almost an urge to use some of these monsters. The monster part is a bit light if you compare it with the tome of beasts. But the templates on wizards, druids and warlocks are quite useful and welcome. What the Volo's Guide lack in quantity, it gets in quality. It is really 3 small books in one and it was quite refreshing to have it.</p><p></p><p>I have both books. But if I were short on money like you seem to be, I would go for the Volo's guide. The tome of beast is great and adds quantity of great quality monsters but some of them are redundant and almost paste and copy. Volo's guide on the other hand, adds less monsters but almost all of them are on the much needed side and at all levels. </p><p></p><p>Maybe you should ask your players to put some money together for you and buy both books. It is their game as much as yours. Talk with them about that option. You might be surprised at how willing they might be to help you in making such good games for them.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6944692, member: 6855114"] Both products are really good. Tome of beasts adds a lot of everthing. Some of it can be repetitive as there are way too much fey/spirit in there able to lure adventurer into watery of sensual deaths... Yet some of the monsters a completely new and really inspiring. The void dragon, with its death throes mechanic is simply brilliant. The ghoul empire and the variant ghouls you can find is something I would have liked to think on my own. It was fun and useful to get the Fey Court and the shadow elves but too many feys are evil for my tastes. Feys should be on the good side with many chaotic neutral and only a few evil ones but hey, alignment can be changed to suit my/your tastes. Volo's on the other hand adds more than monsters. Player races and lore on iconic monsters are really great. With so much idea on how to run them and their psychology, it becomes almost an urge to use some of these monsters. The monster part is a bit light if you compare it with the tome of beasts. But the templates on wizards, druids and warlocks are quite useful and welcome. What the Volo's Guide lack in quantity, it gets in quality. It is really 3 small books in one and it was quite refreshing to have it. I have both books. But if I were short on money like you seem to be, I would go for the Volo's guide. The tome of beast is great and adds quantity of great quality monsters but some of them are redundant and almost paste and copy. Volo's guide on the other hand, adds less monsters but almost all of them are on the much needed side and at all levels. Maybe you should ask your players to put some money together for you and buy both books. It is their game as much as yours. Talk with them about that option. You might be surprised at how willing they might be to help you in making such good games for them. [/QUOTE]
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Volo vs. Kobold
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