Tovec
Explorer
I like and better yet understand the distinction of calling smaller races goblinoidss - the goblins, kobolds and whatnot. I like and understand the reason for calling the larger creatures giant-typed. I don't understand why these ideas were so utterly abandoned over the course of two editions.
As far as classification of giants, I'm already having troubles defining what makes a bugbear a bugbear. Worse yet what makes an ogre and ogre compared to a hill giant. I would just like more information about the different type of giants given that they are all brutes and all too similar to one another. I'm talking about the non-elementally typed giants.
In 4e terms it is easy to see, tactic-wise, what makes a bugbear different from an ogre but as far as mythology/lore and even physical descriptions it gets harder. If both (and indeed a lot of giants) are just brutes then it defeats the purpose of having so many different kinds in the first place.
Something else that annoyed me, but possibly worked wonders for others, was when Wyatt used the opening paragraph to describe two different goblins from adventures and how goblins are fun him that way. That is good for those who played WotC adventures, or indeed adventures at all. But if you haven't played them they provide remarkably little information at all, other than Snig was the axe?
I agree with the articles assessment about goblin's strength (dex) and weaknesses (everything else) and I'd like to see some sort of trick or tactic that they get from acting in large groups. Or indeed more group tactics at all, with goblins just being more likely to act in groups. I don't really need something that they get individually for just being the special racial snowflakes they are. That has the effect of being too good when they are in large groups, or being too weak (and often annoying) when used solo.
Also, where do the hobgoblin tactics come from? They are smarter than typical goblins, but I always took that to be 'more cunning' as opposed to straight tactical smartness. I like that hobgoblins can use different maneuvers but I don't get why they are the ones who can create siege engines and build empires, when none of the other monsters so far have been described as being able to - not even orcs.
Overall I'm going to keep running goblins the way I always have because these descriptions don't really give me much to work with. I like weak goblins who can be easily pressganged into service by bigger/stronger/smarter races. I like them being cunning enough to use tricks to ambush their enemies or maybe even convincing some dumb giant into protecting them.
Personally, I'll use hobgoblins as bigger, stronger, tough, smarter goblins but I don't really need them as empire builders. Hobgoblins for me are just elite members of the pack, though I don't use them much anymore.
The descriptions they gave will work I guess but I'd rather something else. I'd like a second crack at the descriptions to get something truly insightful.
OR KM could stop by and give us something good
As far as classification of giants, I'm already having troubles defining what makes a bugbear a bugbear. Worse yet what makes an ogre and ogre compared to a hill giant. I would just like more information about the different type of giants given that they are all brutes and all too similar to one another. I'm talking about the non-elementally typed giants.
In 4e terms it is easy to see, tactic-wise, what makes a bugbear different from an ogre but as far as mythology/lore and even physical descriptions it gets harder. If both (and indeed a lot of giants) are just brutes then it defeats the purpose of having so many different kinds in the first place.
Something else that annoyed me, but possibly worked wonders for others, was when Wyatt used the opening paragraph to describe two different goblins from adventures and how goblins are fun him that way. That is good for those who played WotC adventures, or indeed adventures at all. But if you haven't played them they provide remarkably little information at all, other than Snig was the axe?
I agree with the articles assessment about goblin's strength (dex) and weaknesses (everything else) and I'd like to see some sort of trick or tactic that they get from acting in large groups. Or indeed more group tactics at all, with goblins just being more likely to act in groups. I don't really need something that they get individually for just being the special racial snowflakes they are. That has the effect of being too good when they are in large groups, or being too weak (and often annoying) when used solo.
Also, where do the hobgoblin tactics come from? They are smarter than typical goblins, but I always took that to be 'more cunning' as opposed to straight tactical smartness. I like that hobgoblins can use different maneuvers but I don't get why they are the ones who can create siege engines and build empires, when none of the other monsters so far have been described as being able to - not even orcs.
Overall I'm going to keep running goblins the way I always have because these descriptions don't really give me much to work with. I like weak goblins who can be easily pressganged into service by bigger/stronger/smarter races. I like them being cunning enough to use tricks to ambush their enemies or maybe even convincing some dumb giant into protecting them.
Personally, I'll use hobgoblins as bigger, stronger, tough, smarter goblins but I don't really need them as empire builders. Hobgoblins for me are just elite members of the pack, though I don't use them much anymore.
The descriptions they gave will work I guess but I'd rather something else. I'd like a second crack at the descriptions to get something truly insightful.
OR KM could stop by and give us something good
