Here is some info toward a folklore accurate Goblin. Altho many nature spirits translate into English as “goblins”, most of the stories about the actual Goblin come from Britain during the Romantic Era, late 1800s. The D&D Goblin can match up well with the folklore, especially when a player race. • Typically: Very high Dexterity, high Intelligence, low Strength, low Charisma, very low Wisdom. Goblins are stealthy and surprisingly spry. They are knowledgeable and clever, but...
View full commentHere is some info toward a folklore accurate Goblin. Altho many nature spirits translate into English as “goblins”, most of the stories about the actual Goblin come from Britain during the Romantic Era, late 1800s.
The D&D Goblin can match up well with the folklore, especially when a player race.
• Typically: Very high Dexterity, high Intelligence, low Strength, low Charisma, very low Wisdom.
Goblins are stealthy and surprisingly spry. They are knowledgeable and clever, but tend to be oblivious to the obvious that is going on in front of them. They are capricious, cowardly, and difficult to take seriously. They are small, and their Strength suffers proportionally.
• The Goblins are fey, so a connection to magic is a given. They are knowledgeable about magic, and often use rituals.
• They have a vicious sense of humor, typically playing pranks that are mean, harmful, and fatal.
• They (most of them) hate Humans, and seek to destroy Humans in amusing ways.
• In physical appearance, they are small and grotesque. They lack toes, and find the sight of toes offensive and sickening.
• The Goblins see themselves as much more refined than Humans, which is humorous.
• Nocturnal with darkvision and sensitivity to sunlight.
• Goblins live in caves and mines, with a Goblin King, plus intrigues of the royal court.
• Goblins abduct children. This can be a good plot hook, especially for low-level adventures. The adventurers need to rescue the children before they suffer the ritual that traps them into goblinhood. This is how Goblins increase their numbers, especially as spouses, slaves, and armies.
• But the most interesting Goblin trait is ...
Singing and poetry (specifically rhymes?) repels Goblins, till out of earshot. This is a quirky and fun trait that can make encounters with Goblin vivid and memorable. A great way to lighten the mood while in the context of evil monsters. It is necessary to come up with a balanced mechanic to represent this, but an
If you are thinking of rogues in the 2nd edition sense as Thief, re-named for political correctness, then I agree with what you're saying. But let me give (what I hope is) a good reason to have a skill-focused, character that isn't necessarily a two-bit thief as a playable niche... the renaming of rogue from the idea of being a character that behaves in an aberrant way. Plenty of classes represent the warrior type: Monks, Fighters, Barbarians, Plenty of wizard types (Sorcerer, Warlock,...
View full commentIf you are thinking of rogues in the 2nd edition sense as Thief, re-named for political correctness, then I agree with what you're saying.
But let me give (what I hope is) a good reason to have a skill-focused, character that isn't necessarily a two-bit thief as a playable niche... the renaming of rogue from the idea of being a character that behaves in an aberrant way. Plenty of classes represent the warrior type: Monks, Fighters, Barbarians, Plenty of wizard types (Sorcerer, Warlock, Wizard), Plenty of holy (and unholy) men and mystics as well (cleric, druid, paladin). But what about those other characters that don't really fall into the above categories? Rogues can fit that bill and fill those gaps nicely. They are far from omnicompetent if you think of combat as a skill, magic as a skill and (mechanically speaking) faith as a skill... Rogues in this second sense fill the very wide niche of characters that aren't skilled combatants, don't blast sorceries at will, and don't have the blessing of divine intervention. Nothing absurd there, is there?
I guess I'm the only one who feels this way about the short rest, healing surge or whatyamacallit, but here's how it seems to play out in my mind... "Fytee the Fighter, having held off Ugg the Ogre in a vicious exchange of blows draws back and is suddenly joined by his trusty companions. Wizzy the Wizard points his finger, and with a word of power causes the ogre to ignite into a screaming ball of fire. Rowan the Rogue, seeing the panicked and blazing giant charge forward, leaps in the...
View full commentI guess I'm the only one who feels this way about the short rest, healing surge or whatyamacallit, but here's how it seems to play out in my mind...
"Fytee the Fighter, having held off Ugg the Ogre in a vicious exchange of blows draws back and is suddenly joined by his trusty companions. Wizzy the Wizard points his finger, and with a word of power causes the ogre to ignite into a screaming ball of fire. Rowan the Rogue, seeing the panicked and blazing giant charge forward, leaps in the ogre's path but lands awkwardly, twisting his ankle. Ugg steps on the fallen rogue, knocking Wizzy prone before falling off the tower, a mighty scream ending in a sizzling splash in the moat. Healory the Priest, panting from the long climb up the tower, sees the three wounded heroes and says, "My wounded companions, my god is a healing god and... oh... umm... well, looks like you're fine now... ummm.. why am I here again?"
The D&D Goblin can match up well with the folklore, especially when a player race.
• Typically: Very high Dexterity, high Intelligence, low Strength, low Charisma, very low Wisdom.
Goblins are stealthy and surprisingly spry. They are knowledgeable and clever, but...
View full comment