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*Dungeons & Dragons
The Neglected Kobold
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<blockquote data-quote="SilverfireSage" data-source="post: 6403885" data-attributes="member: 6778313"><p>I really like the theme and flavor for this. This is what I liked most about fourth edition was that each of the smaller monsters had more opportunities to shine. I do think this is what they intended with 5E was to give a lot of options for expandability (I don't think that's a word) for all of the little monsters without a lot of abilities. I also think that the system itself allows you to do more with less. A couple of these aren't very necessary, such as adding proficiency bonus to traps (although we don't know exactly how they're made) since the system is set up for that to be a slow curve anyway and may make the kobold more powerful than intended. I think it would be really interesting if the Dungeon Master's Guide had options like this in building monsters, such as adding a sneak attack to make a _______ Assassin, or adding a protection feature to make a ________ Defender, but it is easy enough to add on our own. However, I don't think it's a great idea to add Lair actions to absolutely everything. Why can't you just do Guerilla Tactics with the Kobold on their own turn? Why can't they simply activate a trap on their own turn? Lair and legendary actions are a way for big bad monsters to break up and force themselves into a better action advantage, so applying it to a group of smaller monsters doesn't make a lot of sense to me.</p></blockquote><p></p>
[QUOTE="SilverfireSage, post: 6403885, member: 6778313"] I really like the theme and flavor for this. This is what I liked most about fourth edition was that each of the smaller monsters had more opportunities to shine. I do think this is what they intended with 5E was to give a lot of options for expandability (I don't think that's a word) for all of the little monsters without a lot of abilities. I also think that the system itself allows you to do more with less. A couple of these aren't very necessary, such as adding proficiency bonus to traps (although we don't know exactly how they're made) since the system is set up for that to be a slow curve anyway and may make the kobold more powerful than intended. I think it would be really interesting if the Dungeon Master's Guide had options like this in building monsters, such as adding a sneak attack to make a _______ Assassin, or adding a protection feature to make a ________ Defender, but it is easy enough to add on our own. However, I don't think it's a great idea to add Lair actions to absolutely everything. Why can't you just do Guerilla Tactics with the Kobold on their own turn? Why can't they simply activate a trap on their own turn? Lair and legendary actions are a way for big bad monsters to break up and force themselves into a better action advantage, so applying it to a group of smaller monsters doesn't make a lot of sense to me. [/QUOTE]
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