Bulmahn on Pathfinder 2's Goblin Ancestry

Some folks have been less than happy about the inclusion of the Goblin in Pathfinder's 2nd Edition core ancestry lineup. Designer Jason Bulmahn offered some comment, while Vic Wertz comments on the physical size and weight of the playtest products due in August.

Some folks have been less than happy about the inclusion of the Goblin in Pathfinder's 2nd Edition core ancestry lineup. Designer Jason Bulmahn offered some comment, while Vic Wertz comments on the physical size and weight of the playtest products due in August.

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Concerning goblins and how they fit in Golarion: Times change and so do people's opinions. Goblins as PCs have been a part of our world since the first "We Be Goblins" adventure. Many of the comments here echo those from back during the launch of 3.0 when Half-Orcs returned to the game as a player choice. There was a lot of conflict at first, but the tone of them shifted over time.

We always knew this would be a bit controversial and that there were some who would loudly proclaim "not at my table" and I get that. It's your table and your game after all. We are moving forward, trying to allow players to explore these characters, their culture, and their viewpoint. We are hoping to give you plenty of reasons, both mechanically and story-driven, to allow goblins in your game.


Bulmahn also addressed some of the complaints being made:

I want to add a few notes to the discussion.


1. NO decision in this game is final. We have ordered art, its true, but that does not mean that anything is set in stone. We playtest because we want your feedback, we want your ideas, and yes, we want your criticism. Anyone who played through the Alpha and Beta of the first version knows that the comments made significant changes to the game... the fighter got reworked from the ground up, the skill system got replaced. We take playtesting very seriously and we will be incorporating the feedback the surveys and these boards when making our final decisions. This includes feedback on the goblin.

2. That said, these previews are just that. Previews. We are still in the process of finalizing the book right now (he says with the ancestry chapter open right now). We do not collecting data at this point to help inform our decisions. There will be a time for that once the playtest begins. This is not me trying to squash comments, I just want to manage expectations.

3. There is more to the shift in goblins that I can honestly talk about here. Some of it would be a spoiler for things that are still in the planning phases, making them way to premature to talk about. Even if I could, I would not want to ruin the reveals.

4. Finally, there have been a lot of comments here about more appropriate ancestries to add to the game, and from the perspective of what would make an easier player character addition, you are absolutely right. Goblins are a bit of a challenge, but of all the creatures in the game, there is none that is more iconic to our world, our game, than they are. This is not a marketing ploy (I know, because I made the argument for their inclusion), this is us looking at the world that we have made and picking the thing that most exemplifies us. Giving it a lift in prominence is going to require some work, and some changes, but it is another step in making this game, this world, this amazing thing that all of you have helped us make, truly ours.

I get that not everyone will agree, but I hope that you can give us the chance to show you what we've got in store.


He went on to comment:

We have never said that there would be some magical event that changed everyone's opinions of goblins overnight. In fact, we expect that some areas might not be too welcoming of them, even after any events that might occur to change some perspective on them.

And here is the thing...

I think a slower shift is good. I think that playing a character trying to find redemption in a world that doesn't trust them is a story worth telling. That is part of the reason we are doing this. We don't want to ruin our goblins, making them something they are not, but we do want to make them more than what they are. Giving them room for mischief, while still allowing them the space to be a hero.

That change is not going to happen overnight. Its not going to happen by decree. The best we can do with this story, is give you the tools to make it part of your game, your world. As with everything else we make, whether or not you decide to use it, is up to you.


Vic Wertz confirms that goblins are definitely in:

Goblins will be an ancestry in the Playtest Rulebook; that much we are committed to.

We are going to ask for your feedback after playing with them during the playtest, and that feedback will contribute to how, when, and where they are presented in the Second Edition rule system.




  • Vic Wertz talks about the physical playtest products:
    • Book size -- "Page size for the adventure and all 3 editions of the Playtest Rulebook are our standard size (approximately 8.5"x11")."
    • Flip-mat scale -- "The product image is a mockup using existing art, since the all-new maps are not ready yet. And I can guarantee you that we're not going to change the game in a way that makes you buy all new maps and minis. Flip-Mats will continue to be 1":5' scale."
    • ​Rulebook page count -- "The Playtest Rulebook is 416 pages."
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jedijon

Explorer
Monster players are disliked within the game world (offset by the fact that we KNOW it’s a game [vs our reality] and like “anti heroes”), cause the whole group to be faced with a more visceral morality i.e. ‘we just killed our buddy’s brother’ by placing monsters both IN and OUT of the party (partially offset by the fact that we rarely care to portray realistic social and moral consequence), and work to invalidate our tropes of what’s “heroic” when a CR 1/10th threat is fighting by our side at lvl20 (nothing to offset this - save for teh lullz).

Ya gotta pick one bad boy. See part 1. I take it that all the above justification underpins why that is goblins for them—never realized they were so iconic for the pathfinder design team. This particular one puts a heavy conflict between 1 & 3 for me—a goblin is not an epic friend/foe.

Stature predudice FTW?
 




D1Tremere

Adventurer
I for one am excited to play a Pathfinder goblin. I feel they bring energy and exciting role playing opportunities.
You have to remember, goblins or kinder, there is nothing anti group to any race. They may have tendencies that cause difficulty in highly structured parties or campaigns, but that is a good thing. How far it gets taken is up to the players.
A player who insists on taking those racial tendencies to their extreme, despite it disrupting the fun of the group, is more of a player problem than a race problem.
Anyone who wants to see how great goblins can be in a group, just read the King of the Goblins Pathfinder Worldscape comic book from dynamite.
 

DeaconBlues

Villager
For a monster race that is pretty universally feared, hated and scorned by humanity, a bonus to Charisma seems to be counter-intuitive. I can just see it:


DM: "As you pull back your hood, revealing your warty green skin and wide shark-like grin, the shopkeeper recoils in horror and disgust. "Aahhh!! A goblin! Get out of my shop!"
Goblin Player: "What? But I'm trying to get information!"
DM: "The shopkeeper continues to shout at you and grabs a shovel from the corner. He seems to be getting ready to beat you with the shovel if you don't leave."
Goblin Player: "But I have a 20 Charisma! Shouldn't he be impressed by me?"
DM: "You might be the most charming goblin he's ever met, but all he sees right now is a goblin. The same as those that burned the town to the ground just two years ago. Since you haven't left yet, roll for initiative."


I get that some people want to play monsters. Sometimes it's fun to play the underdog, the guy that tries to help the world that fears and spits on them. That's one reason the X-Men are so popular. But to me, high Charisma means charming, suave, sophisticated, and natural leaders. Goblins are none of these things, except perhaps to other goblins. I would have thought that the stereotypical goblin would have a Charisma penalty instead of a bonus.


Just my two cents....
 

Starfox

Hero
This is a part of the whole "Ghouls have 14 Charisma" that was a thing when 3E first came out. Charisma in 3E is force of personality, as illustrated by sorcerers and oracles. Sadly, it is ALSO charm. As the game stands now, it would actually make sense to move skills like Bluff and Diplomacy to Wisdom - it goes better with what classes represent commonly charming tropes. It would also make rogues less MAD.
 

D1Tremere

Adventurer
I think it would make more sense to people if they read the Pathfinder comics. They aren't just monsters roaming the wild. They have a presence in major cities (all be it not a very positive one). They are potentially subjected to law (arrested by Hellknights in one issue), and not attacked as Vernon.
The Pathfinder world already allows for the possibility of goblins using force of personality to overcome their station. They need to be reevaluated in Pathfinder much like Half Orcs and Dragonborn in D&D.
Personally, my cultural anthropology background biases me to believe that any species with language and/or culture should be less one dimensional.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I think it would make more sense to people if they read the Pathfinder comics. They aren't just monsters roaming the wild. They have a presence in major cities (all be it not a very positive one). They are potentially subjected to law (arrested by Hellknights in one issue), and not attacked as Vernon.
The Pathfinder world already allows for the possibility of goblins using force of personality to overcome their station. They need to be reevaluated in Pathfinder much like Half Orcs and Dragonborn in D&D.
Personally, my cultural anthropology background biases me to believe that any species with language and/or culture should be less one dimensional.

I fully agree that multidimensionality is a good thing for all intelligent species in fantasy works! I would still prefer their Charisma be penalized than buffed though. But I’ll admit, my push for Wisdom being their Boosted mental ability and Charisma being their Flawed ability is a reflection of my own bias. I like my goblins to be vulgar little beasts who’s complete social ineptitude is often mistaken for stupidity but in fact disguises a secret cunning and wilyness. I like Froud goblins, is what I’m basically saying.
 

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