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Switch to Forum Live View Official Kobold race coming!
1 year ago  ::  Jan 31, 2012 - 8:02AM #21
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,802

Jan 30, 2012 -- 11:44AM, GloriousDemon wrote:

So what stats do you think they'll decide on for Kobolds?  For Goblins?

I wouldn't be surprised if Dex was the base stat for both, but I never saw Goblins as terribly charismatic.  Or Kobolds being very durable for that matter. 



Kobolds: Dex, Con/Cha. Shifty changed to 1/encounter minor action shift equal to half speed.

Goblins: Dex, Wis/Cha. Goblin Tactics changed to a free action.



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1 year ago  ::  Jan 31, 2012 - 10:15AM #22
Berenmir
Date Joined: Apr 23, 2008
Posts: 103
Bringing Goblins as playable characters is great news for people playing in Eberron.
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1 year ago  ::  Jan 31, 2012 - 6:09PM #23
Chiba_Monkey
Date Joined: Aug 21, 2003
Posts: 2,262
I'd like to see more on gnolls, if that could be done as well.

And I agree with Salla, those are the stats I allow for kobolds in my home game.
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1 year ago  ::  Feb 01, 2012 - 7:49AM #24
Incenjucar
Date Joined: Jun 17, 2002
Posts: 1,515

Jan 30, 2012 -- 3:56PM, IxidorRS wrote:

Yes, please! Could also maybe play a Paladin, which is hillarious to me.




Kobold paladin of bahamut would be fantastic.

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1 year ago  ::  Feb 02, 2012 - 6:20AM #25
ZanderKreegan
Date Joined: Aug 30, 2009
Posts: 307
I'd assume that if they're including Goblins, they're also includign Hobgoblins and Bugbears. Which means we'd finally get Bugbears without oversized and with a better racial power!

My guess for flex stats:
Kobold: +2 Con; +2 Dex/Cha. I made Con the primary the primary because somehow they always struck me as hardy. Either way (Con or Dex primary) they make poor Dragon sorcerers, but with a Con primary make good Elementalists at least (fits better than Storm or Wild). They're ok at being Fighters but good as Rogues and Assassins, and also Warlocks (which kind of fits as well). I could also see an Int or Wis bonus for being crafty. shifty has to be changed unless it's still their only real defining mechanics. I think ShinQuickMan has it pretty accurate, though I could see it essentially becoming tumble.
Goblin: +2 Dex; +2 Wis/Cha. Same as some other people's guess here. It makes them good as Rogues, Assassins, Rangers ... things I picture the little hit-and-runners as being good at. goblin tactics is awful, and agreeing again with ShinQuickMan, it should be a free action.

If you put in other "monter" races, I see the following easily:
Hobgoblin: +2 Cha; +2 Str/Con. I see these guys as archetypal Warlords, and the Str helps with that. It's weird seeing everything get a Cha bonus, but every race introduced post-Essentials has had a Cha bonus in some way so it's not too out there. I can also see them with an Int bonus in there somewhere. hobgoblin resilience becomes a free action.
Bugbear: +2 Str; +2 Con/Dex. Brings back the ability to make them more of the "brute enforcers." predatory eye becomes a free action that triggers when you hit and have CA.
Gnolls: +2 Dex; +2 Str/Con OR +2 Con; +2 Dex/Cha. The first fits them more as a martial race, but the last opens up some of their more "warlocky" things they do. Pretty much everything else stays the same.
Orcs: +2 Str; +2 Con/Wis. I HATE THIS STAT LAYOUT but it's the only one I can really picture. It's boring and generically applied to "big brute races" like Goliath and Minotaurs but I couldn't think of something better. That said, they need serious mechanical love. They have terrible passives and their power needs to not be a Standard Action itself and require a weapon.
Duergar: +2 Con; +2 Wis/Cha. This differentiates them from Dwarves more and gives them Warlock goodness. Make their power scale better bonus-wise (+6/+9/+12)

Notably Blandelings, Githyanki and Bullywugs were not included because I really cannot see them fitting. Also Bladelings are supposedly getting a DDI write-up at somepoint. and Bullywugs are ... Bullywugs (ew).
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1 year ago  ::  Feb 02, 2012 - 10:46AM #26
furious_kender
Date Joined: Oct 25, 2007
Posts: 2,129

Jan 30, 2012 -- 9:00AM, mellored wrote:

Awww... 

Shifty won't survive.   




I'm glad my question was of interest to people.  Mearls himself was eager to see the writeup, and "ordered" the responsible dev (whoever has that fauxhawk thingy) to tell him/us if Shifty made it into the final writeup.  Unfortunately, no further info was provided. 

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1 year ago  ::  Feb 02, 2012 - 12:00PM #27
EnglishLanguage
Date Joined: May 19, 2011
Posts: 5,266

Feb 1, 2012 -- 7:49AM, Incenjucar wrote:

Jan 30, 2012 -- 3:56PM, IxidorRS wrote:

Yes, please! Could also maybe play a Paladin, which is hillarious to me.




Kobold paladin of bahamut would be fantastic.




On it!

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1 year ago  ::  Feb 04, 2012 - 6:01PM #28
Hippolyte
Date Joined: May 10, 2009
Posts: 835
There is NO way one of these underground races should be charismatic. However they could have Intelligence or Wisdom to represent their shifty cunning and tricksy ways. Likewise Strength should be for the Orcs and Hobgoblins, but Constitution could be for Goblins in the sense that they are tough little survivors: the same way a husky is just a dog, but what a tough dog!

Orcs: S + C/W (for shamanic stuff)
Hobgoblins: S + C/D
Goblins: D + I/C
Kobolds: D + I/W


Member of Grognards for 4th Edition
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1 year ago  ::  Feb 04, 2012 - 9:19PM #29
ZanderKreegan
Date Joined: Aug 30, 2009
Posts: 307

Feb 4, 2012 -- 6:01PM, Hippolyte wrote:

There is NO way one of these underground races should be charismatic. However they could have Intelligence or Wisdom to represent their shifty cunning and tricksy ways. Likewise Strength should be for the Orcs and Hobgoblins, but Constitution could be for Goblins in the sense that they are tough little survivors: the same way a husky is just a dog, but what a tough dog!

Orcs: S + C/W (for shamanic stuff)
Hobgoblins: S + C/D
Goblins: D + I/C
Kobolds: D + I/W




OK, a few flaws here.
1. Charisma is force of personality as well as "prettyness" and "social skills," so plenty could have it.
2. Some of these races, already have Cha bonuses, like the goblin and hobgoblin. And it makes sense for them too. Keep in mind, in your world they might all be brutes, but in worlds like Eberron they have a whole society.
3. Did you completely ignore the stat bonuses these races already have? Read the MM. 

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1 year ago  ::  Feb 05, 2012 - 11:03AM #30
tbok1992
Date Joined: May 4, 2011
Posts: 208
I don't get why nobody has wanted Kobolds to be Con, Int/Dex, because they should probably be good as artificers to show off their propensity for traps, and an Int stat would also be good for Tuckers Kobolds-y tacticians
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