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ONE D&D: What Changes Are Coming In The New Edition?
Today, Wizards of the Coast announced the inevitable: A new edition coming to our beloved Dungeons & Dragons. If you’re a grognard like me, this will be the fourth time this has happened to you, and it can be an unsettling experience for those who aren’t used to it. Even then, it always makes me nervous.
Dungeons and Dragons is more than a game I play. It is a part of my way of life. I’ve been playing since I was eight years old, and have loved it just as long. It’s at these times of transition that I realize that my way of life is essentially in the hands of people who are strangers to me. Sure, I can play an older edition, and sure I can and do play other games, but major changes to the primary system hold the potential to cause me great distress or joy depending on the quality of those changes. It’s an unusual situation to have a group of strangers who may not share my world view or motivations change up something very central to my recreation and my identity.
New editions are inevitable and always carry potential. Fifth Edition brought in a lot of new gamers, and the popularity of Dungeons and Dragons and role-playing in general has increased over the course of the past several years. The accessibility of Fifth Edition, ease of play, and low barriers to entry really brought a lot of new people to the table. This is great, as we should all love to share our hobby with a new generation, especially when the alternative is for the hobby to die out.
Game companies also have to make money. While supplements often can be profitable, core books are always the big money makers, hence Wizards decision to create the Open Game License with third edition, which benefits many of us to this day in the perumtations that have arisen from it (like our personal favorite, Dungeon Crawl Classics, which borrows heavily from the system with some amazing varitions). So, there is always a corporate incentive to justifying a new run of core books. I’m not sure this is necessarilly in the players best interest, but part of that will be determined over time.
What is often concerning is the lifespan of an edition. Original Edition D&D was created in 1974 in a few small books in a tiny box, and was published cleaned up as AD&D in 1977, which was the chief system until 1989, when 2nd Edition was published. 2nd Edition was modified in 1995 with what we alwasy called 2.5 or Skills and Powers, which gave a lot of optional versatility to the game. Third Edition was published in 2000, with a revised edition (3.5) in 2003. 4th Edition was published in 2008, and 5th published in 2014.
I would tend to group that more or less like this:
AD&D and variants – 15 years
2nd Edition – 11 years
3rd Edition and Variants – 8 years
4th Edition – 6 years
5th Edition – 8 years so far (and will be 10 years by the time the new edition publishes).
So, we’ve had a good run with 5th edition. With any new permutation, there will be some haters. Time will tell whether the changes coming are good and necessary ones, or if they are a misstep. Wizards promises that this process is one where feedback is involved, and the playtest rules are available for free on D&D Beyond.
We’ve looked at the changes proposed and will summarize them here. There may be more that we haven’t noticed, so make sure you let us know in the comments.
WHAT’S CHANGING?
Backwards Compatbile – First, we should point out (as Wizards was careful to) that all products are going to be backwards compatible, so that adventures purchased today can be played in the new edition with little to no modification. I expect powers might have to be added (like the dwarven ability to tremorsense, see below) but theres no need to throw your books in the garbage just yet.
Racial Changes – The design philosphy espoused in the promotional video has indicated that an emphasis on different sorts of characters acting as heroes should be more possible and more accesible to players. This telegraphs something indicated in the first playtest pdf, which is the first major change.
RACES DO NOT CONFER ABILITY SCORE BONUSES OR PENALTIES
Races do differ in a number of ways from their previous incarnations. The short list is as follows.
Humans – Can choose to be small or medium size (as short as 2 feet tall, apparently); gain inspiration after a long rest (standard rule is to lose it now after long rest); Extra skill proficiences; Gain the Skilled feat or a feat of your choice.
Ardling – This is a new PC race for the upper planes. These animal headed creatures have different forms, but share the ability to fly for limited periods of time, and gain some inherent spell casting abilities based on their type.
Dragonborn stay very similar.
Dwarves are similar to 5th edition, but gain the ability to tremorsense for short periods of time each day.
Elves – Are divided in to three subraces, drow, high and wood and are tied to different regions. Each subdivision gets their own bonus spells based on their region, and otherwise have very similar abilities to previous incarnations.
Gnomes similar to previous editions as well.
Orcs – Listed here as full orcs, not as half orcs, which is an interesting change. Orcs add the ability Adrenaline Surge which allows the granting of temporary hit points during the use of a dash action, which can be used a few times per long rest.
Tieflings – Perhaps the most extensive changes, tieflings now have three variations – abyssal, cthonic, or infernal. Each carries with it some inherent spellcasting abilities and resistences. They all get thaumaturgy.
BACKGROUNDS
There is a new emphasis on backgrounds, which have become more than just a skill and a minor power. These are the major changes:
Stat bumps – It is now your career, not your race, that conveys a stat bump. You get a +2 to one stat and +1 to another.
Tool Proficiency – Each background gains a tool proficiency specific to their type.
Language: You gain a language based on the Background. Sign language has entered the language group as well.
Skill Proficiencies: This has remained essentially the same.
Bonus 1st Level Feat: Each background carries with it a feat appropriate to the background.
Starting Equipment – Starting equipment is now determined by your job.
These are most of the visible changes. However thre are a few other tweaks.
DRUIDS – Now cast from the Primal spell list, which is still essentially the druid spell list of old, but not characterized as divine spells. Too early to tell if this has other implications.
GRAPPLING – Always has been a headache. Now, a successful grapple reduces the grappled parties speed to zero, and imposes disadvantage to attacking anyone but the grappeler.
INSPIRATION – goes away after a long rest (except or humans).. You can inspriation at the DM’s whim, or if you roll a Natural 20.
DIGITAL OFFERINGS – Last but not least, Wizards is once again threatening to create a digital table top, as well as digital copies of the books coming with the physical copies. Digital copes of books are great, though it’s not clear how it wil affect local retailers. The Virtual game table has been threatened for years, but I’ll believe it when I see it. In the end, this isn’t that big of a difference from the current arrangement as most have played online with services such as fantasy grounds or Roll20. It’s really almost embarassing how Wizards has failed to meet the need in the marketplace for something like this, but previous attempts have been utter disasters. The groundwork has been laid by many, now, so we’ll see this endeavor when it really gets going.
We’ll continue to update as playtest items roll out and ONE D&D moves forward.
Emerging from Darkness
When is it time to emerge from your cave and start playing in person?

Well, by now we’ve all been through it. Right when we started to think that we were going to get back in the saddle here at Skyland Games, the pandemic hit. And it persisted. And it persisted. In some ways, we had more time than we ever had before to write and reflect, and review ways to game more successfully online, but I’ll be damned if we just could not bring ourselves to do it.
Things were pretty dark. We all know that. Is it surprising to be unmotivated in all that? No. So please forgive us our long absence. We have slowly started to feel a little safer making our way out to game in person, and we’re currently running one online game and one in-person game for those who crave the in-person interaction and can handle the risk of possible infection, limited though it may be. We gathered in person as well at Free RPG Day which was this past weekend, all of us meeting at our FLGS The Wyvern’s Tale for some DCCRPG (you may be able to soon get a free PDF of Goodman Games’ offering Danger in the Air — click that for details). It was great to see things return to a semblance of normalcy from the before times.
It raises the question, when do you know you’re ready to return to in-person gaming? Here are some suggestions.
PARTY VOTE
Decide whether or not you’re going to require the vote to be unanimous, or majority rule. If you’re going with majority rule, you’ll want to discuss whether or not people voting against are going to honor the vote or have to abstain. If so, you might want to consider some of the other options below. But to run an anonymous poll among your friends is easy and can be accomplished with some free websites like Xoyondo. This can take the pressure off of some of your friends who might feel like they’re spoiling someone’s fun or pressuring others to do something their not ready to do.

STAY VIRTUAL AND CRY ABOUT IT
Until the virus is gone, which it looks like may be never, you can stay virtual. Yes, it may be a poor simulacrum, a shadow of real gaming, but you have to admit there are some advantages. You save gas money which as of this writing is hitting close to $5/gallon. You can use that huge catalog of virtual tokens you got from Forgotten Adventures, load up Roll20.net and start up DnDBeyond.com and you’re playing in minutes. And when you’re done, you can go upstairs and go right to sleep! You can still use all those great virtual resources you gathered during the pandemic, many of which are probably easier and faster than trying to unreliably do math in your head.
If there is one thing the pandemic did for us as gamers, it was making us figure out how to successfully game virtually. If you’re playing online, take the time to set it up right. We’ve never been fond of the in-app video chat with roll20, so we use a separate Discord server. It’s free, works fairly reliably, and accommodates good audio and passable video I’m told, though I’ve never used it that way.
I think video would probably enhance the online experience, but enough of us run these games on potatoes disguised as computers so we don’t push our luck.
It’s a good opportunity to get together with that old gaming group from college, or maybe hook up with some players that have moved away. And there is always the dark depths of various LFG pages you might wade into. Tread lightly.
HYBRID
I have recently accepted that some of our players may not ever want to play in person again. Also some players have moved away and are never coming back. Our player that moved to Canada really wants to stay in the game, or at least games that were going when he left. To accomplish this, I’ve actually found that it can be rewarding to have as many as are willing to play in-person get together in the same room, with a table mic for the distant player.
I recently required this rig to accomplish just that. Blue Yeti makes a powerful mic, this setup clamping to the table and hovering boom-style over the action so you don’t have to work your miniatures around it. If you couple that with a video table, the GM can use that to mark where players and monsters are and stream that same image to roll20, to which the player can log on and play.
I have a fairly serious setup. This may not be for everyone. But we played theater of the mind for decades! And failing that, a well positioned facetime shot or screen shot can get the same feats accomplished. There may be technical frustrations however, so get it set up before your players show if at all possible.
We did something like this during the pandemic lull of 2021 when a few of us were vaccinated and thought everything was fine, but others knew better. That mixed group was significantly more fun than just being straight virtual, where interrupting each other kept us from playing our characters and telling our jokes as timely as we would have liked. But hey, those days of virtual play were iron rations. They may not have been good, but they kept us alive, didn’t they?
In the end, do what you can to keep your people together. These guys might be more than just gaming buddies, they might be your Found Family, and no one wants to be left out. It didn’t occur to me how rushing back to the table might make some people feel left out until it was too late, and I regret not weighing it a little more before we sat back down. Best we can do now is accommodate those that need to play it safe, and hope we get to a point where we all can sit down at the table again and kill orcs in person, like the gods intended. Except Gruumsh, that still pisses him off.
History Check: Gary Gygax High School Yearbook
A facebook group I frequent auctions numerous gaming items, sometimes common and sometimes very rare. Several of the members are known gaming industry talents, and others are just collectors like myself. At the end of November, Garrett Ratini put up an item that was a rare gem from his collection. It wasn’t a game book, but books containing a surprisingly rare set of photos that made up a part of gaming history. And how the auction ended is where the real surprise happened.
The items auctioned were the 1953 and 1954 years of the Geneva Log, the Lake Geneva High School yearbook. It was during these years that Gary Gygax, Don Kaye and Mary Powell were all in attendance. A treasure for the gamer who wants to own a piece of history, but especially for the rarity of the photos inside. To appreciate just how rare, you have to know a little something about the history of these three individuals.
Gary Gygax, for one, did not finish high school, though did finish his degree years later. A few months after his father passed, he dropped out of high school in his junior year. These volumes then contained rare pictures of him as a student.
Secondly, Don Kaye is depicted in the book as well. Don Kaye, a close childhood friend of Gygax from age 6, co-founded Tactical Studies Rules (TSR) with Gygax and made one of the first Dungeons & Dragons characters, the infamous Murlynd. While the depiction of these two legends in one book might not appear to be noteworthy in itself, it is one of the few rare pictures of Don Kaye.
TSR was founded in 1973 by Gygax and Kaye. Later, Brian Blume bought in and supplied the capital to allow the publication of Dungeons and Dragons. However, Kaye suffered from a heart condition and needed surgery. He never disclosed this to his partners, and died of a heart attack before the scheduled surgery could take place, dying at age 36 just as Dungeons and Dragons was beginning to gain momentum. As a result, few public pictures of Don Kaye exist.
Mary Jo Powell was a friend of Kaye and Gygax, and was wooed by Kaye for some time. However, Gygax was also smitten, and proposed marriage at 19 years old. Kaye was upset enough to not attend the wedding, though they later reconciled. Ernie Gygax recently posted a picture of Mary Jo the day after the proposal, shown below:
Mary Jo once suspected Gary of having an affair while she was pregnant with her second child, but going to confront him in a friend’s basement, found him sitting with friends around a map covered table. She may have been the first of what my wife calls “Gaming Widows” (being spouses left by the wayside for the husband that games too much).
Garrett Ratini put these items up for auction, and the true collectors of gaming history began to come out to bid. The buyout price for the books was $1,200.00 and likely that number would have been met, I suspect, knowing the habits of this community of bidders. But an unexpected bidder placed a bid at somewhere around the $400 mark, and that was Luke Gygax himself, founder of Gary Con and Gary Gygax’s son.
With the permission of all involved, Garrett terminated the auction and gifted the books to Luke. Now, these books and images of his mother and father are with him, where they truly belong.
Pre-digital history like this is easily lost, and is not on the radar of many historians, with the exception of Michael Witwer and Shannon Appelcline. Hopefully books like this will make it into the archives like the one held at GenCon 50 this past year. Fortunately, I believe we can anticipate these books being treasured by the Gygax family, both for themselves and for posterity.
Don’t Look Back returns!
Twenty years ago, I read about an amazing new game that was making big waves in the Horror RPG community. That game was Don’t Look Back: Terror is Never Far Behind (“DLB”). Enthusiasts of the genre stated that it had clean mechanics, was versatile, and an engaging universe. I was lucky enough to meet its designer Chuck McGrew, and went on to assist with the Second Edition, and have since spent many great hours with this fun, fast horror RPG.
After two decades lurking in the shadows, using occult Kickstarter magiks, Don’t Look Back is back with a NEW EDITION! I’m psyched to get back into modern horror with Chuck McGrew again after all these years.
CLICK HERE TO GET IN ON THE KICKSTARTER!
I was not originally the type of guy to seek out a Horror RPG. DLB had great reviews at the time (this is almost the pre-internet era, so we still looked to publications like Dragon Magazine for what was new and hot at the time, not amazing game blogs like Skyland Games). The reviews I read were startlingly positive. While there was Horror role-playing out there at the time, many of them stuck to specific themes that didn’t always appeal to me.
For instance, Call of Cthulhu was great, but I didn’t always want to play a game in the 1920’s, or always inevitably die horribly, or go insane. Other Horror games existed but the mechanics could be cumbersome, and usually presumed a role that the players would be involved in that was sort of predetermined by the system.
DLB appealed to me in that it didn’t necessarily tie itself to a specific setting, but was versatile enough to be used in any kind of horror game that the player and game master preferred. You could play that group of kids that snuck out to see if they could find the missing kid from their school who was last seen entering the abandoned house at the edge of town. You could also play an FBI agent seeking the truth that was out there. You could play mobsters that stumbled onto something when the shipment they hijack turned out to be more exotic than anticipated, not to mention alive. The game had great flex so you could use it how you wanted it.
That said, numerous shadowy organizations, entities and creatures were detailed in its “Keeper” section for the player to incorporate as it suited the group. Groups such as the Order, the Clean-up Crew, and others created a world that could be played in or tools for a world of the GM’s own design.
We played for hours, usually playing a campier horror-movie style back in the 90’s and early 2000’s, which fits the game perfectly, per their first module “Giant Psychic Insects from Outer Space”. Games where the possibility of actually fighting the creature and surviving the night wasn’t so far fetched was a little bit different than a lot of the genre at the time. Best of all, the mechanics were smooth enough to keep the story from getting bogged down.
Chuck McGrew advises in his Kickstarter video that he plans on utilizing the D6xD6 system in the new edition, which d6xd6.com describes as follows:
In the D6xD6 RPG, players can create literally any type of character, based on a unique dice mechanic and a single attribute—Focus. Character abilities are defined primarily by chosen occupation, which together with a list of secondary skills determine the character’s Focus number. Very focused characters are automatically better at their occupation and the few skills they know; less focused characters are better able to succeed even with skills they’ve never trained in.
I’ve heard great things about the system, but haven’t had a chance to play it yet. Simple, clear mechanics is always a benefit in Horror RPG’s, as it lets the player focus on actual role-playing and not the technical aspects of how the game itself is played. It’s difficult to spook a player while looking up rules, and I’m hoping that d6xd6 is able to keep that tradition up in the new version.
While the Kickstarter has already reached the first leg of its goal, stretch goals promise new adventures as well as rules for kids and teens (perfect for that natural hankering you’ll get after watching Stranger Things Season 2).
The first Stretch goal that has already been unlocked is the details on the Cleanup Crew, permitting one of my favorite versions of the game, where you play the role of expendable operatives, men-in-black, coming to clean up the evidence of the presence of dangerous “Unknowns” that pose a threat to the greater good. Not exactly good guys, we had some fun running a game where the team tried to solve the mystery, catch the critter and make the world aware that ‘something is out there’. Then to have a second session where the players play pre-gen Clean-up Crew operatives that take actions showing why, at the last second, the monster disappeared and what became of both it and the Crew itself.
Don’t Look Back has a lot of great elements that helped to open the genre in the 90’s and may serve to do the same today. This game has a ton of potential and provided me and my gang hours of great gameplay over the years. Make sure to get in on this kickstarter before it ends on November 12th!
HAPPINESS IS MANDATORY; A review of Mongoose’s new take on the Paranoia RPG
Paranoia has been around for decades, and is a game I was in love with 20 years ago. Recently, I picked up and read (cover to cover) Mongoose’s take on life in our beloved Alpha Complex, and found that not only was happiness mandatory, but it was pretty darn easy to comply.
If you’ve never seen the game before, Paranoia is a darkly humorous RPG where you play a citizen of Alpha Complex, a sealed vast complex of various sectors built to survive some great calamity. Alpha Complex is controlled by The Computer, a semi-omnipotent semi-insane artificial intelligence that has, over hundreds of cycles of operation, turned Alpha Complex into an Orwellian witch hunt for commies, mutants, and members of secret societies. Traditionally, you play a faithful troubleshooter just above the minimum security clearance level, who also happens to be a mutant and a member of a secret society. You have six clones (because a computer knows something about backups), and death comes easily. Most games typically involve hunting each other, incriminating yourself, hunting threats to the complex, and getting blown up in a variety of dramatic hilarious ways, from simple R&D product testing to actual threats.
Mongoose has done little to change this classic formula thematically, but has done a great job of sprucing up the rules and play of the game to match the character the game has always carried with it. Here are the primary changes for long time players:
- Cards have been added to make equipment and duties easier to keep track of, and have created action cards you can use add story elements or interrupt another players action to make things interesting. Since screwing over the guy sitting next to you is half the fun, it makes for creative fast paced play.
- Skills are tested by rolling dice and tracking 5’s or 6’s (with all rolls of 1-4 taking away a success if the player has a negative skill number, or being ignored with a positive skill number). Players are encouraged to make creative combinations of their four Stats (Violence, Brains, Chutzpah and Mechanical) and a large list of skills.
- Along with your skill dice, you roll a “Computer Dice” (they say Dice because the word ‘die’ is used too much already in the book). Rolling a Computer on the Computer Dice forces a player to lose “Moxie” (your ability to cope) and represents either equipment malfunction or the Computer’s helpful interference pushing the player closer and closer to the breaking point. Run out of Moxie and you lose it in the way that is funniest at the time.
- Commies are now termed the more generic “terrorists” (though you still can and do have commie terrorists, so that’s pretty much the same.
- All characters are implanted at birth with a Cerebral Cortech and cyber-eyes which allow the computer to beam programs straight into the character’s brain, as well as video treason with the characters own eyes as witnesses for (or against) them.
- Players now perceive in augmented reality, with name tags and “treason stars” floating above other players. 5 stars and you’re laser fodder.
- Players are awarded “XP Points” by the Computer for positive actions and behavior, and are docked XP Points for negative or treasonous behavior. XP Points can be used to buy skill and stat upgrades, software packages, and security clearance upgrades, complete with cake to celebrate with.
I won’t get into some of the rules that the GM uses, as they are above your security clearance, but I’ll summarize by saying that they remain fast and loose, and easy for any GM to apply. The players often times end up making things more interesting than the GM could ever manage through attempts at creative problem solving.
Overall, Mongoose’s take on the game emphasizes creativity and minimizes mechanics, which really has always matched the particular play style of this game. You don’ win Paranoia, you survive it.
The main box comes with five dry erase character sheets, a players book, a GM book (which made me laugh out loud reading it several times), and book with three adventures in it that start off with the players at infrared status (minimum security status) and moving their way up, learning alpha complex as you go. It’s a great series of adventures because it presumes no knowledge of the system and lets players learn. It also is written in such a way that the GM can read that first and run the game before reading the rules. It’s pretty amazing and a great way to jump right in.
Pick this game up if your friends can enjoy sabotaging each other with hilarious consequences and you’re a GM capable of thinking on your feet to make things fun. It’s a great change of pace from the same old fantasy game and makes for a great one shot in between campaign sessions.
Review: Tales from the Yawning Portal
Alright, let’s jump right in….
What’s in it?
Tales from the Yawning Portal is Wizard’s latest release for 5th Edition, and is the same high production quality as their other releases. Unlike previous releases, it is a series of unconnected older adventures that have been converted up to 5th edition from previous editions of the game (ranging from several OD&D mods to some early 3rd edition modules, and some playtest content).
The adventures featured are:
- The Sunless Citadel
- The Forge of Fury
- Against the Giants Trilogy
- The Tomb of Horrors
- The Hidden Shrine of Tamaochan
- White Plume Mountain
- Dead in Thay
There is also a brief chapter for magic items (15 of these) and a chapter for monsters (39 of them). Also, starting of the book is a brief flavor detail for, you guessed it, the Yawning Portal Tavern.
Those are the facts. Now, the real question…
Should I Buy it?
This book is for grognards wanting to spare themselves the minimal trouble of converting a few old classic scenarios for their group, many of whom may not have played the mods. Alternately, it’s for newer players that have heard about classic mods and want to take a crack at them in 5E and see what all the fuss is about.
Tales from the Yawning Portal takes the heavy lifting out of conversion, cleans up some weird oddities from older mods, and generally makes the older content much more approachable for a newer player, primarily because old originals are perhaps hard to find and the trouble of converting some of these classics may be a little daunting.
So, do you need to buy it? No. You definitely do not.
Should you? Only if you want to revisit these classics. I personally do, but that’s not going to describe everyone.
This is a collection of classic mods first and a general game supplement second, or perhaps even third. In some ways I appreciate the fact that Wizards isn’t spamming their release schedule with Fiend Folios and Magic Item Compendiums in droves, forcing us to shell out for semi-mandatory releases. On the other hand, I feel like getting 39 monsters at a time is a somewhat slower financial torture. That, and now if I want to find a monster, I have to flip through Volo’s Guide to Monsters, or now Yawning Portal to find what I’m looking for in addition to the Monster Manual. It’s not really convenient or logical.
In a lot of ways, 5th Edition is a response (perhaps a kneejerk response) to the vitriol that arose as a result of the new ideas of 4th Edition. 4th Edition is commonly summarized as “a great game, just not dungeons and dragons”. As a result, 5th edition has a much more old school feel, without all that horrible THAC0. This is a slapshot right down the throats of all those geezers like myself that just want to play ancient modules until we die, and make other people play them too.
The great thing about this book is that you get a lot of content, and a lot of short usable play hours with it. You can play pieces of it without having to feel married to it for a year (a complaint that some of us are feeling in our current Out of the Abyss campaign). Being able to play a few sessions, then stop, can be very welcome when seeking published content. Also, they snuck the ENTIRE GIANTS TRILOGY in here! That is Fricking Awesome! So there is good to be had.
The monsters, however, as well as the magic items, are there to support the rest of the published works and don’t really stand on their own as a supplement (nor do I believe they were held out to do so). Overall, it’s great to have on the shelf, but the home campaigner or the long haul campaigner is going to scratch their heads at this release. This is nostalgic potpourri and historical esoterica.
So, proceed with the knowledge of what this book is, and see if it is worthy of your shelf. It’s on mine, and I’m glad for it and look forward to sharing some old classic content with my group for a couple 3-shots.
A parting note:
One last thing I wanted to mention, and can’t seem to find a place to fit into this review, is the curious disappointment I have that the Yawning Portal, famous for it’s connection to Undermountain, is not at the head of a book for UNDERMOUNTAIN! It’s a fun way to connect these modules as tales from tavern-goers but something I hope Wizards will attempt in the months and years to come. That’s a classic that definitely belongs on the shelf.
Review: Volo’s Guide to Monsters (5E)
TLDR: If you’re running 5E, you need to buy this book.
When I heard that the next book in the 5E lineup was Volo’s Guide to Monsters, I was a little disappointed. I’ve never been much of a Forgotten Realms fan, and Volo’s Guide sounded like it was going to be a fluff piece with articles similar to the old Dragon Magazine “Ecology” pieces. While that’s great for magazine content, I didn’t get too excited about the prospect of a $45 book with minimal new information.
Fortunately for me, Wizards really outdid themselves in packaging a variety of things in this book that make it a very valuable addition to my growing 5E collection.
Volo’s Guide starts with the following disclaimer in small, easily missed print, under the cover attribution:
Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs last time we mentioned him in one of these disclaimers.
I enjoy the fact that wizards is having fun with this volume, and it made me enjoy getting into the book a bit more than if I hadn’t noticed it. I also appreciate Wizards sold a special limited edition FLGS cover for only $5 more (pictured above) to help the local shops get a leg up.
The book is broken into three parts: Monster Lore, Character Races, and a Bestiary.
Monster Lore
Monster Lore, the first 100 pages of the book, is what I had expected, but some crunch where I otherwise expected fluff for lifestyles of Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mindflayers, Orcs and Yuan-Ti.
Examples of neat details that might constitute crunch include beholder charts detailing size, shape, texture, and a great random name generator, with tactics, variant eyestalk abilities, minions, treasure and a lair map. History, mindset, and biological function is laid out in a depth previously unvisited in text as far as I’m aware, allowing the GM a deeper background on this favorite of monsters.
The Chapters going forth are what I’d call asymmetrical, being that they don’t follow a routine pattern. Chapters on Giants have more details about origins, their habitat and personality traits. Gnolls have details on tactics, random traits and features, and tables to help build a gnollish warband. Mind Flayers have some magic items listed that are specific to their culture. Yuan-ti have a variety of charts detailing their variable physiology.
Each race detailed has a map of their typical lair, which gives some great examples where the trappings of the race might be otherwise somewhat mysterious (Mind-Flayers in particular).
Overall, these chapters are well written and flesh out the background of these common and popular monsters. Is it essential? No. Is it helpful? Yes. My fear had been that for $45.00 I was going to get that, and that be it. Fortunately, it goes on.
Character Races
Now we start to hit things I can work with, and things that people invariably try to do on their own with varying degrees of success. I happen to currently be playing a kobold priest of Kurtulmak in our Out of the Abyss game, and have been playing a kobold trapper race variant my GM got off the internet somewhere. I yearned for canon guidance on what a kobold PC should look like. Fortunately, Volo delivers.
Races detailed are Aasimar, Firbolgs, Goliaths, Kenku, Lizardfolk, Tabaxi, and Tritons with a separate section for “Monstrous Adventurers” giving blocks for the already detailed bugbear, goblin, hobgoblin, kobold, orc and yuan-ti pureblood.
I’ve always been a guy that likes the idea of playing the monster as a PC, and this opens doors for me.
Bestiary
This, by far, seals the deal for this book being a must-have for the dedicated 5E player. 100 pages of new and classic monsters that were conspicuously absent from the Monster Manual. A few personal favorites include:
- Barghest
- Bodak
- Catoblepas
- Darkling
- Baubau
- Devourer
- Flail Snail!
- Froghemoth!
- Several new Variant classed giants, very cool
- Girallion
- Flind
- Leucrotta
- Quickling
- Shadow mastiff
- Spawn of Kyuss (Greyhawk?)
- Trapper
- Vargouille
- Vegepygmy!
- Xvarts (Eric Mona must have been involved in this)
- Yeth Hound
- Many more!
Also a number of “Beasts” (including a rot grub swarm) and 21 new stock NPCs which are sure to prove super useful on an ongoing basis (in particular, it appears a mage of each spell casting school, archers, archdruid, war priest and so on). Not mentioned in my list are also special “classed” versions of various orcs, yuan-ti, hobgoblins, and so on, as well as some subcategories of other races like beholders that will prove useful in putting on games that utilize those species. This is where the book proves out its crunchiness but give me stat blocks that I can use to have a more interesting game.
Overall
Wizards has done a good job of bringing a little more than just the basics to each book it has published. Each adventure module has had a few spells and a few more general stat blocks that make each book tempting to pick up. This book, as a sourcebook, doubles down on that principle making there elements that you just can’t afford to miss. This book has extended value for the GM of your group, but remains optional for the player short of playing a racial variant. That said, I think anyone who picks it up is going to find it’s a great addition to their collection.
All Praise Kurtulmak!
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