Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Tucker's Kobolds: worth using in 5e?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Charlaquin" data-source="post: 9737963" data-attributes="member: 6779196"><p>Adding to this interpretation, if I were to assume the Tucker’s Kobolds story is both true and a <em>mostly</em>-accurate recounting of the events, and try to guess at Tucker’s rationale for choosing to make Kobolds the most dangerous thing in his dungeon, beyond it just being a memorable thing about his game, it may also been for pacing.</p><p></p><p>If, as was often the case at the time, the dungeon was organized into levels, with each level having its own biome and factions, and with deeper levels being occupied by higher-difficulty monsters, then making Kobolds - traditionally one of the lowest-difficulty monsters - the most dangerous things in the dungeon, would insure that every session starts and ends with a bang. You have to go in through kobold territory in order to get to the deeper levels where the better treasure is found, and you have to leave through kobold territory, now worn down from fighting stronger monsters and weighed down by all the loot you salvaged. So, you start off with a ton of high-intensity action, then things calm down a bit once you make it down to a lower level, gradually ramping back up the deeper you go, until you decide to turn back around, at which point it <em>kind of</em> ramps back down. but, knowing that you’ll have to try to escape the kobolds again, that break is more of a tension-building device. The weaker the enemies get as you make your way back up, the closer you know you’re getting to those <em>damn Kobolds again!</em> It makes what would otherwise be the denouement into the deep breath before the plunge. And then you end on another high-intensity, high-action note.</p><p></p><p>It would also make shortcuts and secret entrances that might bypass kobold territory in the dungeon into a highly valuable reward.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9737963, member: 6779196"] Adding to this interpretation, if I were to assume the Tucker’s Kobolds story is both true and a [I]mostly[/I]-accurate recounting of the events, and try to guess at Tucker’s rationale for choosing to make Kobolds the most dangerous thing in his dungeon, beyond it just being a memorable thing about his game, it may also been for pacing. If, as was often the case at the time, the dungeon was organized into levels, with each level having its own biome and factions, and with deeper levels being occupied by higher-difficulty monsters, then making Kobolds - traditionally one of the lowest-difficulty monsters - the most dangerous things in the dungeon, would insure that every session starts and ends with a bang. You have to go in through kobold territory in order to get to the deeper levels where the better treasure is found, and you have to leave through kobold territory, now worn down from fighting stronger monsters and weighed down by all the loot you salvaged. So, you start off with a ton of high-intensity action, then things calm down a bit once you make it down to a lower level, gradually ramping back up the deeper you go, until you decide to turn back around, at which point it [I]kind of[/I] ramps back down. but, knowing that you’ll have to try to escape the kobolds again, that break is more of a tension-building device. The weaker the enemies get as you make your way back up, the closer you know you’re getting to those [I]damn Kobolds again![/I] It makes what would otherwise be the denouement into the deep breath before the plunge. And then you end on another high-intensity, high-action note. It would also make shortcuts and secret entrances that might bypass kobold territory in the dungeon into a highly valuable reward. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Tucker's Kobolds: worth using in 5e?
Top