Sure, but they're much less likely to, if you look at the actual numbers, so this haughty and airy "I don't know what to tell you" seems rather silly to me. And Orcs were borderline overtuned for CR 1/2 as well.
Not haughty or airy at all--literally I don't know what to tell you.
You say much less likely to, and I agree to a point, but you have to remember these hobgoblins at 12 average damage are only +3 to attacks, while orcs in 2014 were 9 average with +5 to attack. The edge still favors the hobgoblins, but it is closer than you might think.
The point is, regardless, in 2014 orcs are CR 1/2 can have a good chance to down most level 1 PCs they hit...
Comparable damage. Probably also advantage due to being hidden. But the stat block itself at least makes sense. No shield. Enough dexterity to wield a long bow.
I had prefered two short swords however and no multiattack on the bow.
But since you make two rolls to hit, not one, the damage is way less swingy, which is preferable.
Honestly, I wish they didn't have a specific "Hobgoblin" stat block. Why not just have a generic "soldier" or "tough guy" block, and a little table to add on racial features to it?
Honestly, I wish they didn't have a specific "Hobgoblin" stat block. Why not just have a generic "soldier" or "tough guy" block, and a little table to add on racial features to it?
I'm going to make one of those for myself, for sure. What if I want a Hobgoblin "shaman", for example?
Luckily we still have previous books (mainly Monsters of the Multiverse) with species traits that we can use to cover things like Hobgoblins, Githyanki etc...
Wondering where the extra damage die on the weapon comes from is like wondering why the creature has the ability scores it has or why it has certain skill proficiencies and not others. Because it just has them. It can deal an extra die of damage because it can. Why does it have proficiency in that particular weapon? There's nothing listed in its traits. Why is it proficient in this or that saving throw? I don't see a trait for a particular proficiency. Why does it have those specific ability scores? How are they calculated? Why does my PC have a different total? Why does my PC have weapon masteries but the NPCs don't? Why does my PC get feats but the NPCs don't? Why do PCs get heroic inspiration but the NPCs don't? How much XP does the NPC get when they knock out my PC?
They're not made with player character rules. The creature can deal an extra die of damage because it has an unnamed trait that allows it. Just like it has all the other unnamed traits that give it proficiencies and a specific number of HD and its ability score total.
Wondering where the extra damage die on the weapon comes from is like wondering why the creature has the ability scores it has or why it has certain skill proficiencies and not others. Because it just has them. It can deal an extra die of damage because it can. Why does it have proficiency in that particular weapon? There's nothing listed in its traits. Why is it proficient in this or that saving throw? I don't see a trait for a particular proficiency. Why does it have those specific ability scores? How are they calculated? Why does my PC have a different total? Why does my PC have weapon masteries but the NPCs don't? Why does my PC get feats but the NPCs don't? Why do PCs get heroic inspiration but the NPCs don't? How much XP does the NPC get when they knock out my PC?
They're not made with player character rules. The creature can deal an extra die of damage because it has an unnamed trait that allows it. Just like it has all the other unnamed traits that give it proficiencies and a specific number of HD and its ability score total.
Yes, but I just don't get why they have certain rules while the "mini boss" and "boss" versions of the same creature do not. That's where it throws me off.
I would have re-designed the hobgoblin around the lore provided back in 2014.
A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.
Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.
Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.
For Hobgoblin Warrior, increase STR to 14. It would be nice to see their attack at least a +4. Frankly, +3 is sort of pathetic when you consider +2 is the baseline. The slight damage bump would be nice on the back end.
Use the NORMAL RULES regarding weapon damage (so longsword d8, not 2d10... jeez....). However, given their exceptional skill at creating weapons and the care of their weapons, grant them a +1 attack and damage bonus via a feature. This feature could even give them +1 to AC (so 17 in chain mail) and you could just drop the shield entirely.
Such weapons taken by PCs would lose these bonuses following a long rest as the PCs do not know the special methods hobgoblins use for tending their weapons.
Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.
Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
So, sure Pack Tactics can fill this roll well enough I suppose. However, giving them a feature like adding proficiency bonus to initiative would be reflective of the bolded section, too. Their discipline teaches them to see opportunity and act sooner to profit by it.
Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.
A special statblock for a Worg-Rider should have been added IMO with specific benefits when hobgoblin and worg work in unison.
Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.
Give the hobgoblin warrior a "parting shot" reaction when reduced to 0 hit points.
Something like this maybe:
Any of these features could be included in Hobgoblin Captains and Warlords and Worgriders or whatever.