By comparison, Savage Crucible has just sort of tucked this bonus material into the back or their packaging so low-effort actually isn't a big deal - we were gonna buy the figures anyway, didn't need a Kickstarter buy in. But mechanically they're messy but make interesting choices. For example:
- The Lemurian Royal Guard and the Tavros Guard both have an ability that protects them from charm effects. On the downside, they both have it, and that's boring. But on the upside, The Lemurian Royal Guards have a trait called Royal Gaes that said they can't be charmed IN SIGHT OF THE NOBILITY THEY ARE PROTECTING. That gives the GM a story reason for that ability - imagine your players going up against these guys, deciding to throw some enchantment magic at them, and learning the hard way that these guys are incapable of breaking their oath. The Tavros Guards have text explaining that they have been anointed with alchemical oils that deaden their emotions and pain, which gives them advantage on stunned, frightened, or charmed. So these poor fuckers have been abused by their masters to make them more impervious killers. That's a really interesting thing for the players to find out the hard way as well. It's a tool in the GM's toolbox. I'd use that and surprise my players with it.
- The Heraldic Marks are an actual mechanic - essentially a shared magic item that, when used, can impact your entire party or your allies (or enemies). That's not something modern D&D has done as far as I know, at least not as a magic item the players can create. It's a unique addition to the game. I personally think the buy-in to MAKE a Heraldic Mark is a little low since they're pretty powerful, but I could see adding this as a concept to my games. It's something I haven't seen before. (The effects are WILDLY situational, too, so YMMV.)