D&D 5E What do you like, and what do you not like about Volo's Guide to Monsters? (spoilers)

So, if I have a complaint about VGtM, it would be this: that after three books (MM, SKT, and VGtM), we still don't have a coherent set of giant "leader" types statted out.

MM has the base giant types, but nothing further than that, which, given how much needed to be stuffed into the book, is understandable.

SKT has leaders for each giant type, but other than the cloud giant countess, they include only minor changes (more HP and a minor ability and/or magic item) that don't even raise their CR. In fact, SKT, despite all the interesting giant NPCs it contains, only has four giants of higher CR - three cloud giants and a frost giant - so even reskinning NPCs for higher level foes isn't really possible.

VGtM has a higher CR variant for each giant type, but they aren't appropriate for leaders other than the frost giant (which the text makes clear is an aberrant situation). Reskinning is possible here (most notably for the stone giant variant), but it will take some work for most variants.

So, if I would like to see in some future monster book would be a nice set of giant leaders with CRs a bit above the normal baseline for each giant race.
 

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I liked "Effective Character Levels". I think it's the only way that can satisfy both people who want balance and people who want versimilitude. I think it was Orcs of Thar that introduced the idea long ago - certainly you can play an Ogre, but if the party is first level then you're going to get a young ogre to begin with. If the party is third level, then just join away as an adult one. It was a sound principle that with thoughtful implementation can work very well.
 


I think it was Orcs of Thar that introduced the idea long ago - certainly you can play an Ogre, but if the party is first level then you're going to get a young ogre to begin with.
Monsters as PCs that way goes all the way back to Men & Magic (0D&D), it was even referenced in a Murphy's Rules one-square comic, with a 'young' balrog in a diaper.

If the party is third level, then just join away as an adult one. It was a sound principle that with thoughtful implementation can work very well.
That, OTOH, may have been a new idea at the time, for all I know... I'd be surprised if someone hadn't done it in a home game, but maybe new in print. Not that who did what first in RPGs is that important, but, surprisingly often it was 0D&D (or not-quite-an-RPG-yet Chainmail) or something else from the 70s.
 

Something I really like about Volo's Guide to Monsters: the "alien mentality" of lizardfolk. Very evocative, plenty of detail, plenty of novelty--just reading the lizardman section had me wanting to play a lizardman! Then I read the stat section and thought, "They're kind of meh mechanically, but who cares? I still want to play a lizardman!"

(At the same time I was also, with my DM brain, thinking about the implications of a swim speed and 15-minute breath holding and reflecting that my adventures should include more rivers, lakes and swamps, and tool-using water dwellers who like to play hit-and-run with the PCs before fading back into the swamps. Also, need more jungle drums.)
 

Something I really like about Volo's Guide to Monsters: the "alien mentality" of lizardfolk. Very evocative, plenty of detail, plenty of novelty--just reading the lizardman section had me wanting to play a lizardman! Then I read the stat section and thought, "They're kind of meh mechanically, but who cares? I still want to play a lizardman!"

(At the same time I was also, with my DM brain, thinking about the implications of a swim speed and 15-minute breath holding and reflecting that my adventures should include more rivers, lakes and swamps, and tool-using water dwellers who like to play hit-and-run with the PCs before fading back into the swamps. Also, need more jungle drums.)

It is true, you can never have too many jungle drums.
 

I definitely don't like that the Babau lost its acidic slime ability.


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The damage resistance part of it is still there, although baked into the stats so it's not so noticeable (and a lot of demons have that anyway, though few low-level ones do). Adding 1d6 acid damage for grapplers or natural weapon attacks is a simple thing to do. The dissolving weapons power would be a bit tougher to add however.

I did find it odd that after having a picture of a slime-dripping babau that the slime wasn't even mentioned, even as flavor, though...
 

Aasimar are finally more interesting than Tieflings.
I like how the attack "Rock" was listed on almost every giant, except for the really dumb one and the magical one. Because throwing a rock for ranged coverage should be a default assumption in higher level monsters if they are cappible of it, even if they are melee-focused.
Cranium Rats exist again, they are kind of fun.

I don't like the PC race write up for the Kobold, their new ability is lacking and the str penalty is rather unnecessary. ( I would have rather seen the return of Slight Build to make them count as a size smaller than they actually are) In fact, I think that's my new houserule, it's more interesting and can be potential usefull.
I don't like the Orc's write up either. They have almost nothing in common with the Half-Orc. Then again, Half-orcs have even less in common with humans. Maybe the half-orc needs to be rewritten too.
Also, I don't like how fingerprints show up more easily on the variant cover. :p
 

I like the new verison of the Aasimar (except for the whole mount celestia thing).

I like Lizardfolk.

I like the Tabaxi

To my surprise I like the Bugbear, they have now become my favourite gobliniod.

Did not like the Kobold at first, but pack tactics can be very powerful, inspite of the -2 strength I like them.

Love the Triton, best race art in my opinion, like look really cool.

Love the Pureblood, it gets a ton of background info in the Yuan Ti section, so many ideas, from a human turned into a Yuan Ti, to a renegade Yuan Ti spy, ect...

I like how many warlocks are in the game. 3 NPC templates, 3 Malisons, Firenewt Warlock of Imix, Xvart Warlock of Rorex, Master Neogi, possibly others.

I love the Kraken Priest NPC block.

I like the Korreds.

I like the Dark Ones are fey now and summonible.

I like that you can have a Dimeson, Velisaraptor, or Deep Rothe Beast Companion.

One thing I find funny is technically you can summon a Fey/Beast Stench Cow with conjure beasts spell.

I don't like the Goliath being republished.

I don't like the return of stat penalties.

I don't like how some stuff is retconned.

I think one of the major Yuan Ti gods should have been Zehir and even as a side bar, the Creator Races should have been mentioned in the Yuan Ti section.

I do like the new ideas for Warlock Patrons, for example Athemas are a good Undying Warlock patrons because they are former mortal Abominations that gained immortality upon becoming an Athemas.

I like Ki-Rins.
 
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