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General Tabletop Discussion
*Pathfinder & Starfinder
Making the Kobold a playable race
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<blockquote data-quote="Nail" data-source="post: 1377698" data-attributes="member: 224"><p>As an aside: I think Half-orcs are unbalanced, as are dwarves (in opposite directions). I believe we've had this discussion before, though, so we should probably "table" it. </p><p></p><p></p><p></p><p>Several NPC races get natural armor. Perhaps they might be a good model.</p><p></p><p>As Videssian and I were discussing it, it did seem like +3 Nat Armor is too much.....but not wholy off base, concidering the race as a whole and its melee combat utility.</p><p></p><p>How about a +2 Nat Armor? I think a +1 to all saves compares well to the AC gain. It *is* a close call though; of that, there is no doubt. Again, I'm not especially interested in magic item price comparisons. I think they lead us too far from the issue at hand.</p><p></p><p></p><p></p><p>Right. Videssian and I were wrestling with this as well. IMC, I like the idea of a bonus to Search, as that skill is an "Int skill". I've decided firmly against any Spot or Listen skill bonus.</p><p></p><p></p><p></p><p>But it is a primary focus of combat, which (even in a varied game) is half of what PCs do. It's true there are ways to compensate...but those ways require additional cost, of some kind or another.</p><p></p><p>At this stage, I'm most comfortable sticking with the DMG guidelines for ability score trade-offs. Since we haven't seen this in play yet (much!), I think there's room to leave the kobold's proposed ability modifiers in place.</p><p></p><p>The wiggle room for adjustment of the kobold, as I see it, is in skill bonuses, Nat. Armor, and Darkvision.</p><p></p><p></p><p>Like yourself, I do not believe either the half-orc or the dwarf are balanced. And yet: they are still playable. Our previous dwarf did not throw everything out of whack. </p><p></p><p>Much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Okay, he made it *very* difficult for my monsters to kill him. That much is true......(wanders off into a tangent.....)</p><p></p><p>Re: Kobold Darkvision</p><p> I believe the 90' darkvision is balanced by the Light sensitivity. DrSpunj does not. (Firmly, I might add. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) What does anyone else think?</p><p></p><p>What if Kobolds looked like this:</p><p></p><p></p><p></p><p>Wow. That's <u>so</u> firmly ECL +0, I think I'm getting dizzy.</p></blockquote><p></p>
[QUOTE="Nail, post: 1377698, member: 224"] As an aside: I think Half-orcs are unbalanced, as are dwarves (in opposite directions). I believe we've had this discussion before, though, so we should probably "table" it. Several NPC races get natural armor. Perhaps they might be a good model. As Videssian and I were discussing it, it did seem like +3 Nat Armor is too much.....but not wholy off base, concidering the race as a whole and its melee combat utility. How about a +2 Nat Armor? I think a +1 to all saves compares well to the AC gain. It *is* a close call though; of that, there is no doubt. Again, I'm not especially interested in magic item price comparisons. I think they lead us too far from the issue at hand. Right. Videssian and I were wrestling with this as well. IMC, I like the idea of a bonus to Search, as that skill is an "Int skill". I've decided firmly against any Spot or Listen skill bonus. But it is a primary focus of combat, which (even in a varied game) is half of what PCs do. It's true there are ways to compensate...but those ways require additional cost, of some kind or another. At this stage, I'm most comfortable sticking with the DMG guidelines for ability score trade-offs. Since we haven't seen this in play yet (much!), I think there's room to leave the kobold's proposed ability modifiers in place. The wiggle room for adjustment of the kobold, as I see it, is in skill bonuses, Nat. Armor, and Darkvision. Like yourself, I do not believe either the half-orc or the dwarf are balanced. And yet: they are still playable. Our previous dwarf did not throw everything out of whack. Much :) Okay, he made it *very* difficult for my monsters to kill him. That much is true......(wanders off into a tangent.....) Re: Kobold Darkvision I believe the 90' darkvision is balanced by the Light sensitivity. DrSpunj does not. (Firmly, I might add. :) ) What does anyone else think? What if Kobolds looked like this: Wow. That's [u]so[/u] firmly ECL +0, I think I'm getting dizzy. [/QUOTE]
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