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Originally Posted by TippetsTX
I actually like the twist on stereotype... so much so that I made 'smart' goblins one of the big bads in my homebrew D&D setting I created after HS. They commanded legions of hobgoblins and were among some of the most powerful mages in the world. I had forgotten where I originally got that idea, but it probably came from TFT.
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A nation led by goblins was one of the main conquerors in my original TFT campaign (where goblins start at the traditional ST 6 DX 8 IQ 10 + 6 extra) by being the upper castes in a society that also has many hobgoblins and orcs and human, and by being generally not stupid, and taking advantage of their trustworthiness.
I welcome PCs starting goblins as 32 points, but don't like the side-effect of 500 XP as the only way to learn a spell or talent, so that's where I'd house-rule a fix.
Quote:
Originally Posted by Tenex
Isn't this largely self-correcting? A starting goblin wizard with ST 6, DX 8, and IQ 18 is going to be challenging to keep alive.
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It would tend to, if you give out XP awards for combat and not for sitting through a session and roleplaying non-dangerous situations.