Nail said:
Before I go point for point:
- I whole-heartedly agree that role-playing bonuses or penalties don't factor into the ECL, which is what we're factoring here.
- I diagree with the tactic: "A magic item could take care of this." Magic items are irrelevant.
Good, that makes this discussion easier I think.
Nail said:
Point buy:
Kobolds get pretty good bonuses here....however that -4 Str really hurts in all but Sor and Wiz. Given how combat works, even a sneak attacking rogue is hurt with Str. So kobolds would make poorer Rogues, all in all. They would make good Sor, though.
Which is their Favored Class, and what we're trying to balance it against according to the Core Rules, right?
Aside from the Sorcerer, let's go back to the Rogue you bring up. They get an additional -2 Str over a Halfling, so in normal light they get -1 attack and damage, that's true. In bright light they get an additional -1, so Halflings are ahead here too (though I don't know how many Rogues commonly do their nasty work in sunshine or a
Daylight spell). Now, if in darkness it went a couple points the other way, this would be balanced. However, taking everything you're offering the Kobold Rogue, they end up with huge bonuses in the dark. Why? Darkness, Concealment and Sneak Attack. While a Halfling Rogue would likely get killed in natural darkness, the Kobold is in his element. His Darkvision denies his opponent Concealment, allowing him to apply his Sneak Attack damage to an effectively blind opponent. A -1 to attack (from the additional -2 Str penalty) here becomes a damage equal to WeaponDmg -1 (minimum 1) + SA (minimum 1 per d6), for a
minimum of 2 (could be +6!) at the first couple levels then rapidly scaling from there. -1 for +1 is a Power Attack trade at 1st & 2nd level, and beyond that it's a price well worth paying.
Furthermore, the Ability mods total 0 for the Halfing & Gnome, while the Kobold ends up with a net +2. In Dex and Int that's useful to nearly every class but especially the Rogue, and +2 to Cha for their Favored class is golden. Even if Cha wasn't your thing for your Kobold Rogue, that bonus does allow you to move 2 points over to help your Strength out. Buying a 14 Str under point-buy doesn't lose you anything (not like buying a 15 or higher does), and with a -4 the Kobold still ends up without a Str penalty.
Finally, I think I've brought this up before with you in other discussions about the Half-orc, but I
don't believe Strength is worth more than the other abilities in a well-balanced campaign (combat, roleplaying, puzzles, etc.) and therefore a change in Strength does
not merit a greater change to the mental stats, IMO. YMMV.
Nail said:
Light Sensitivity/Darkvision:
The pairing here is intentional. From one you get the other. As for ways around the light sensitivity...well, there are similar ways to gain Darkvision. A draw, I'd say.
If the Kobold had the typical Darkvision range of 60' like most other races including Dwarves, Half-orcs, Orcs, the MM's Kobolds, etc, then I might agree you. As it is, the additional +30' translates into quite a bit power for most classes. Sticking with the Sorcerer, starting a combat at 90' vs 60' means it's quite likely the encounter could end with a good Medium range spell before the enemy is able to close, even with a charge. For the Kobold Rogue, scouting in the dark and being able to see your opponent before they have any chance of seeing you is a tremendous advantage(reference party sneaking up on orc campsite at night here

). Only a Dwarf or Half-orc Rogue could even attempt such a manuever without some form of light, and then the Darkvision ranges are equal at 60', so everyone involved is at least on equal ground.
Nail said:
Lack of Saving Throw bonuses
Here's where I'm waffling. I'm thinking a +2 Nat. Armor might be better. But before you leap to that, check out what the halfling and gnome get instead => saves and bonuses to hit.
Agreed. As I said before, it's a wash. Still, no feat gives +3 to AC (nor +2 for that matter), let alone something a Human could take at first level, and with this plus their Small size and the +2 Dex,
every Kobold starts off naked with a base 15 AC. No matter what class you'd make me choose, sign me up!
Now I know you didn't want to focus on Magic Items, but I think it's pretty telling here that the Halfling's major bonus in this category is equivalent to a Cloak of Resistance +1 for a mere 1000gp, while the Kobold's bonus is worth either 8000gp (+2 Amulet) or 18000gp (+3 Amulet).
Nail said:
Skills: Halfling shines here. As to higher skill points over the PCs lifetime....well, that's true, but not all that compelling. Still it is a point. Perhaps strike the +2 Int? Hmmmm.....
*cough* Excuse me? Really? Shine?
Let's ignore the Kobold's Trapmaking and Miner bonuses for now, as they aren't worth diddly for the most part. That leaves both the Kobold and the Halfling with +2 Listen, something good for all PCs. +2 Search is something most all PCs would also enjoy, probably quite a bit more than +2 to Climb, Jump or Move Silently, but let's say anyone of those is a fair trade. That leaves +2 to two of those other skills the Halfling gets.
Are you telling me if I gave you the choice of +2 Int, which yields enough skill points at 1st level to cancel out the remaining Halfling bonus (if they're class skills, or 4 skill points of
your choice if they're not)
and gives a +1 to a respectably number of Int-based skills
plus an extra skill point
per level (a large part of the Human's perks, and no feat gives you +3 AC), you'd rather take +2 to two of Climb, Jump and Move Silently? Really? Should we start a Poll thread?
Sorry, I'm not trying to be harsh, but I think this point ends up
firmly on the side of the Kobold. Oh yeah,
now let's add back the +2 to Craft and Miner that we ignored before.
Nail said:
Speed: Yup, the kobold's got this one covered. A definate advantage.
Good! We agreed on something!
Nail said:
Darkvision 90'
As above, but....your likely to see more monsters with this, especially if there's Light Sensitivity. (An aside: Orcs, IMC, do not have Light Sensitivity, so their Darkvision is 60'.)
That's two! But I think this is where the whole is greater than the sum of its parts.
Nail said:
Spell-like Abilities [Mending, Message]
Not too shabby, but not game breaking
Nope, not at all. Nifty, really. But what does the Halfling have on his side again?
So I've got a Kobold Rogue being even or slightly ahead for Ability scores & his Natural Armor bonus, with solid pluses over Halfling Rogues for Darkvision, Skills, Speed and his minor Spell-like Abilities, with a solid point on the downside for the Light Sensitivity.
Still seeing the Kobold at a +1 for Favored Class Sorcerer OR Rogue. BTW, I was serious up above: if this is campaign's Kobolds, when my PC dies/retires, I'm coming back as a Kobold, no question. It's
that good, Nail.
Thanks.
DrSpunj