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5e homebrew races- Goblin, Hobgoblin, Lizardfolk, Bullywug, and Yuan-Ti
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<blockquote data-quote="GreenTengu" data-source="post: 6870625" data-attributes="member: 6777454"><p>I am only going to comment on the Goblin and Hobgoblin...</p><p></p><p>Are you certain that you feel that requisite weapon proficiencies are where these races should be sinking their "points"? I really have to wonder if the races are so very linked with those particular weapons that it seems the best place to put the emphasis. I kind of feel like there should be so much crazy diversity under the "goblin" and maybe marginally less so the "hobgoblin" concept that sinking a trait into 'they all know how to use these particular weapons' seems a bit of a waste. Especially since very few classes in D&D 5E can actually remotely make use of having access to weapons their class doesn't automatically give them access to.</p><p></p><p>Also, in terms of the hobgoblin, do you really suppose it is best to put their major emphasis on enforcing melee combat or giving them an optional ability that they could possibly trigger every single round of the game is best? I mean, I know that Half-Orcs are kind of screwed as a race if you aren't a melee combatant and not using a great weapon, but I kind of feel that sort of pigeon-holing of an entire race tends to turn out badly because it really discourages some creative or even possibly conceptually strong concept (Half-Orcs make poor Warlocks or Druids due to the race's over-emphasis on melee combat).</p><p></p><p>I kind of feel like a passive boost to something the character is already going to be doing or an ability one can rely on no more than once per a combat, if not a day, is preferable in terms of racial options. Granted, races that offer cantrips do break that to a degree in that they can use their cantrip every round-- BUT, generally if one chooses a cantrip that does direct damage, they soon find their class options are superior and the cantrip gets ignored while if they use it for a non-combat cantrip, the ability to use it arises less often but it at least finds real use and is generally never worse than the options the class provides.</p><p></p><p>Now, granted, I have put out probably 3 versions of both the Goblin and the Hobgoblin since 5E arose and I dislike my own previous versions, so I am totally biased, though I try to keep an open mind and see if others are covering an aspect I haven't covered.</p><p></p><p>You can see my last attempt at them, but even that I am not too happy with because I feel the +1 initiative is a bit wonky to try to justify. I might well revisit them again soon. But I am interested in hearing some other takes on what goblinoids should be.</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?474300-5E-Goblin-Gith-Hobgoblin-amp-Rakasta" target="_blank">http://www.enworld.org/forum/showthread.php?474300-5E-Goblin-Gith-Hobgoblin-amp-Rakasta</a></p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6870625, member: 6777454"] I am only going to comment on the Goblin and Hobgoblin... Are you certain that you feel that requisite weapon proficiencies are where these races should be sinking their "points"? I really have to wonder if the races are so very linked with those particular weapons that it seems the best place to put the emphasis. I kind of feel like there should be so much crazy diversity under the "goblin" and maybe marginally less so the "hobgoblin" concept that sinking a trait into 'they all know how to use these particular weapons' seems a bit of a waste. Especially since very few classes in D&D 5E can actually remotely make use of having access to weapons their class doesn't automatically give them access to. Also, in terms of the hobgoblin, do you really suppose it is best to put their major emphasis on enforcing melee combat or giving them an optional ability that they could possibly trigger every single round of the game is best? I mean, I know that Half-Orcs are kind of screwed as a race if you aren't a melee combatant and not using a great weapon, but I kind of feel that sort of pigeon-holing of an entire race tends to turn out badly because it really discourages some creative or even possibly conceptually strong concept (Half-Orcs make poor Warlocks or Druids due to the race's over-emphasis on melee combat). I kind of feel like a passive boost to something the character is already going to be doing or an ability one can rely on no more than once per a combat, if not a day, is preferable in terms of racial options. Granted, races that offer cantrips do break that to a degree in that they can use their cantrip every round-- BUT, generally if one chooses a cantrip that does direct damage, they soon find their class options are superior and the cantrip gets ignored while if they use it for a non-combat cantrip, the ability to use it arises less often but it at least finds real use and is generally never worse than the options the class provides. Now, granted, I have put out probably 3 versions of both the Goblin and the Hobgoblin since 5E arose and I dislike my own previous versions, so I am totally biased, though I try to keep an open mind and see if others are covering an aspect I haven't covered. You can see my last attempt at them, but even that I am not too happy with because I feel the +1 initiative is a bit wonky to try to justify. I might well revisit them again soon. But I am interested in hearing some other takes on what goblinoids should be. [url]http://www.enworld.org/forum/showthread.php?474300-5E-Goblin-Gith-Hobgoblin-amp-Rakasta[/url] [/QUOTE]
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5e homebrew races- Goblin, Hobgoblin, Lizardfolk, Bullywug, and Yuan-Ti
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