Hey, gonna be running a campaign for my two roommates who wanted to try playing hobgoblins in an evil campaign. With just two players, using 4e, they were thinking warlord and fighter combo, the fighter doing two hand and warlord is sword and shield. Does this sound like a solid plan? Never ran a small group and just one other 4e campaign. I was also looking for advice on an evil campaign from those that have done it before. I wanted them to start of very heroic and not just doing grunt work but working as the right hand for the chieftan. Thanks!
They will have horrible times against anything with range.
Search evil campaign. There's a lot of ideas out there.
This version of D&D already has them as heroic. The times of killing rats in the basement of the inn are over. How they are treated is more of a background thing.
Ahh, yeah Im on the road posting from my phone so I didn't get much searching done. The ranged trouble makes sense, and I know there's an archer warlord variant, would that be something to consider or just make sure they have options for range is enough?
I'd ask them to run dual strikers, or striker leader. Maybe strikers with leader multiclass.
All strikers makes it run more like splintercell the game. You both use your situational advantage stuff to set up fights, then jump in when you are ready. The fights end quickly and you both are probably capable of running away.
Fighter/Warlord makes it seem like your planning for traditional combats, and honeslty as evil PCs thats probably a bad idea. As evil guys you will get in a fight with the authorities and it will seem weird when they are always in squads of one or two, maybe three.
Everyone should get on the same page about what it means to be a hobgoblin in the game and what it means to be evil. Discuss what sorts of adventures evil hobgoblins will go on. Get player buy-in by using their ideas. Do that before anything else or you're setting yourself up for failure.
Scaling threats will be something you'll have to test as you go along but you'll get a feel for that. Try to always have a "combat out" in every encounter, meaning a condition in which the PCs can win the combat without grinding everything down to 0. (Though that's more general advice for any game, it's particularly useful for parties with less than the expected number of players or missing roles.)
That makes sense, good advice. We looked at perhaps an avenger (Bane worshipper) and a Rageblood Barbarian?
After talking to my players and looking online, we decided to go with running companion characters for each player. So far we have a Fighter PC, Warlord PC, Invoker Companion. I let the players come up with the style companion they want (the invoker is a hobgoblin slave from another tribe that the warlord saved/kidnapped to do his bidding), the last one really doesn't have a preference. Should we go for a ranged striker just to fill out that last role?
You might want to find and download the Pathfinder "We Be Goblins" mini-adventure for Goblin PCs... I believe it's still free, and I absolutely love it.
The crunch and the plot itself are probably not much direct use for 4E Hobgoblins, but the adventure is brimming with ideas and energy, and I think Pathfinder's fluff is top-notch.
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