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"Red Orc" American Indians and "Yellow Orc" Mongolians in D&D
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<blockquote data-quote="Faolyn" data-source="post: 8499824" data-attributes="member: 6915329"><p>The full statblocks, yeah. I know in 2e there'd be a line in the description that would read "for every 30 goblins, there is one goblin lieutenant with 2 hit dice" or something like that. Which is all that really should be needed. Or in 5e+ terms, goblin bandit captain, goblin veteran, goblin cultist, etc.</p><p></p><p>You <em>are </em>right, however, in that if goblins et al are going to be PC races, or at least treated as people instead of as pure monsters, then they probably shouldn't be in the MM. Maybe there should be a chapter on building these people as NPCs/NPC antagonists--in which case <em>all </em>races, including humans--should get explained:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Goblins:</strong> Goblin NPCs get the Nimble Escape and Fury of the Small trait. Since goblins are typically very agile, consider giving NPC goblins a +2 or higher bonus to Dexterity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A typical goblin village will have up to 1000 individuals. There will be 20-30 warriors (<strong>guards</strong>) and 1-2 lieutenants (<strong>bandit captains</strong>) per 50 people, and 1 captain (<strong>veteran</strong>) for every 10 lieutenants. There will also be 1-2 <strong>acolytes</strong> and 1-2 <strong>alchemists</strong> per 100 people, 1 <strong>priest</strong> for every 5 acolytes, and 1 <strong>druid</strong> for every two priests. The rest will be <strong>commoners</strong>, but goblin commoners, especially those that live in wilderness villages, are proficient in spears, shortswords, and light armor.</p><p></p><p>Or something like this.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8499824, member: 6915329"] The full statblocks, yeah. I know in 2e there'd be a line in the description that would read "for every 30 goblins, there is one goblin lieutenant with 2 hit dice" or something like that. Which is all that really should be needed. Or in 5e+ terms, goblin bandit captain, goblin veteran, goblin cultist, etc. You [I]are [/I]right, however, in that if goblins et al are going to be PC races, or at least treated as people instead of as pure monsters, then they probably shouldn't be in the MM. Maybe there should be a chapter on building these people as NPCs/NPC antagonists--in which case [I]all [/I]races, including humans--should get explained: [INDENT][/INDENT] [INDENT][B]Goblins:[/B] Goblin NPCs get the Nimble Escape and Fury of the Small trait. Since goblins are typically very agile, consider giving NPC goblins a +2 or higher bonus to Dexterity.[/INDENT] [INDENT][/INDENT] [INDENT]A typical goblin village will have up to 1000 individuals. There will be 20-30 warriors ([B]guards[/B]) and 1-2 lieutenants ([B]bandit captains[/B]) per 50 people, and 1 captain ([B]veteran[/B]) for every 10 lieutenants. There will also be 1-2 [B]acolytes[/B] and 1-2 [B]alchemists[/B] per 100 people, 1 [B]priest[/B] for every 5 acolytes, and 1 [B]druid[/B] for every two priests. The rest will be [B]commoners[/B], but goblin commoners, especially those that live in wilderness villages, are proficient in spears, shortswords, and light armor.[/INDENT] Or something like this. [/QUOTE]
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"Red Orc" American Indians and "Yellow Orc" Mongolians in D&D
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