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*Pathfinder & Starfinder
Things (i.e. Goblins) That Go Bump in the Night
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<blockquote data-quote="ComradeGnull" data-source="post: 6011632" data-attributes="member: 6685694"><p>'Brighter' is subjective- the Light spell has the same radius as a torch in the current rules, but the lit area is the same. We only have Lit, Shadowy, and Dark right now to deal with in the rules, but I think that is enough complexity.</p><p></p><p>As was mentioned, Disadvantage anytime they are in light is going to really make Goblins too easy to kill unless their stats are buffed. I would make their vulnerability only to natural light- Sunburst/Sunray type spells, magic effects from a sunblade, etc. If vulnerability is too much overkill, you could give them essentially a 1dmg/rnd recurring damage while in an area of natural sunlight rather than turning into stone and re-roll all 1's from radiant damage/sun based spells. </p><p></p><p>That also means that they can still be active during the day- but they would prefer to be under cover and safe. You could stage village wild 'goblin drags' where villagers try to break open cellars and flip rocks over to uncover hiding goblins, which promptly begin to smoke and writhe on contact with the light.</p><p></p><p>To buff them up a bit, you could also give them Advantage when fighting from darkness/the shadows. That would mean that even PCs with Darkvision would prefer to carry torches or other light sources to negate their bonus- which would then reveal their position to goblins that can pelt them with arrows or engage in hit-and-run attacks against them.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 6011632, member: 6685694"] 'Brighter' is subjective- the Light spell has the same radius as a torch in the current rules, but the lit area is the same. We only have Lit, Shadowy, and Dark right now to deal with in the rules, but I think that is enough complexity. As was mentioned, Disadvantage anytime they are in light is going to really make Goblins too easy to kill unless their stats are buffed. I would make their vulnerability only to natural light- Sunburst/Sunray type spells, magic effects from a sunblade, etc. If vulnerability is too much overkill, you could give them essentially a 1dmg/rnd recurring damage while in an area of natural sunlight rather than turning into stone and re-roll all 1's from radiant damage/sun based spells. That also means that they can still be active during the day- but they would prefer to be under cover and safe. You could stage village wild 'goblin drags' where villagers try to break open cellars and flip rocks over to uncover hiding goblins, which promptly begin to smoke and writhe on contact with the light. To buff them up a bit, you could also give them Advantage when fighting from darkness/the shadows. That would mean that even PCs with Darkvision would prefer to carry torches or other light sources to negate their bonus- which would then reveal their position to goblins that can pelt them with arrows or engage in hit-and-run attacks against them. [/QUOTE]
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Things (i.e. Goblins) That Go Bump in the Night
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