D&D 5E 5e Hobgoblin stat block

Hi,

I'm in agreement with Pemerton.

I'm encoding the point as a question: What other abilities are there which are similar to and which are equal in power to Martial Advantage. About the same: If made into a 3E style feat, how powerful is it?

Using Skirmish and Sneak Attack, which are class abilities, as a guideline, is it worthwhile to generalize and put "Martial Advantage" as a 1d6 every odd level as a teamwork type class ability and bake it into a class?

A 1'st level human fighter in 3E has three feats: 1, 1(human), 1(fighter). Would a fighter be willing to trade 2 feats for this ability? 1 feat?

How does a 1'st level 5E fighter compare with the Hobgoblin. Considering that the Hobgoblin has 2HD but only 11 HP, and only has this one special abilitiy, the Hobgoblin seems oddly off balance: Very weak, except, having a killer special ability. (To me they seem like a conversion of a 4E minion).

Thx!

TomB
 

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As SkidAce suggested, my mileage does vary.

I guess I also have some trouble working out what is happening in the fiction.

I can only provide my own explanation:

Hobgoblins are ruthless warriors. They train to exploit openings of an otherwise preoccupied enemy, but don't rely on finesse or deception like a rogue. I can see slaves being given battered armor and rusted swords and thrown into a training ground to square off against paired teams of hobgoblins, or against a trained wolf and a hobgoblin archer.
 



But why do they become such heavy hitters when they are in formation? How does the formation help them hit harder or more accurately, even when their allies in the formation are fighting their own opponents?

I was equally baffled by how attacks of opportunity worked when 3E came out. How can this dude, who is already fighting 2 other people, turn around and hit a guy moving behind him without opening himself up to a world of hurt from his 2 opponents?

The justifications came out of the woodwork.

Bottom line, its a game rule that makes no sense in OUR world. Either go with it, houserule it, or ignore it. I intend to try it RAW at first. If it doesn't work then I'll work on a fix.
 


On the good side of this design, it is quite immersive : as the DM, I feel inclined to play tactically to get the most of these hobgoblins. But, really, it is not a good match for what it is pretending to emulate. Some proposals here are better match for the (supposed) intent, and some wording proposed here are far clearer on their intent.
Hopefully, WotC will seize the opportunity to do better for the MM entry.
 

On the good side of this design, it is quite immersive : as the DM, I feel inclined to play tactically to get the most of these hobgoblins. But, really, it is not a good match for what it is pretending to emulate. Some proposals here are better match for the (supposed) intent, and some wording proposed here are far clearer on their intent.
Hopefully, WotC will seize the opportunity to do better for the MM entry.

But, if WotC changes it (doesn't matter to me if they do or don't honestly), how long before the cries of "It's a completely different monster!!!! My game is ruined!!!!!" fill the internets?
 

I'm not sure how I'd write this as a rule at the moment, but when running the hobgoblin, I'd run it so that the ability works with any intelligent ally with which the goblin has had the opportunity to train with, and who is in a position to fight in formation. So, a Hobgoblin and his two goblin underlings, but not his pet, and not a goblin hiding in the bushes.

What if his pet was a wolf or trained attack dog? They're so well known for being good at wolfpack tactics that the term is named after them.
 


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