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Wandering Monsters: The Little Guys
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<blockquote data-quote="I'm A Banana" data-source="post: 6203236" data-attributes="member: 2067"><p>Actually, I want a MULTITUDE of descriptions, and an explicit acknowledgement that this is only one possible example of what a goblin might be.</p><p></p><p>If there is to be a <em>Monster Manual</em> for 5e that is an alphabetical listing of various monsters (and there are reasons why I think there shouldn't be, but we'll put those aside for the moment), then under <strong>Goblin</strong>, there should be an example of, say, the Goblins of the Nentir Vale, and maybe those guys are a little funny and are mounted on sick dogs, but nowhere does it suggest that those goblins define what goblins are for the entire D&D game. </p><p></p><p>And, heck, if there's room, maybe the next page has the Goblins of Podunk Fields, and they're all like my goblins of darkness and night-time and baby-murder. Or maybe the Goblins of Eberron, and they're heirs to a great lost empire....</p><p></p><p>All those are D&D goblins. So is whatever version or custom type you use in your game. The monster design shouldn't presume that the D&D goblin is one thing, or even <em>mostly</em> one thing. And those goblins deserve to be mechanically distinct, too -- goofy goblins have a <em>Pumpkin Chuckin'</em> power and high DEX, and Podunk Field goblins have a <em>Fade into Darkness</em> power and a good Stealth skill, and Eberron goblins have a <em>Pride in Defeat</em> power and a decent INT (or whatever). </p><p></p><p>And if there's not room for a sampling, the one goblin that gets to be in the MM, should still not pretend like it's the D&D goblin, and should still be a specific type of goblin. Even if you have only one goblin, it should be ONE of those goblins, not "Goblins in D&D are like THIS!", but "This goblin is like this, and you can use it in your game if you want!"</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6203236, member: 2067"] Actually, I want a MULTITUDE of descriptions, and an explicit acknowledgement that this is only one possible example of what a goblin might be. If there is to be a [I]Monster Manual[/I] for 5e that is an alphabetical listing of various monsters (and there are reasons why I think there shouldn't be, but we'll put those aside for the moment), then under [B]Goblin[/B], there should be an example of, say, the Goblins of the Nentir Vale, and maybe those guys are a little funny and are mounted on sick dogs, but nowhere does it suggest that those goblins define what goblins are for the entire D&D game. And, heck, if there's room, maybe the next page has the Goblins of Podunk Fields, and they're all like my goblins of darkness and night-time and baby-murder. Or maybe the Goblins of Eberron, and they're heirs to a great lost empire.... All those are D&D goblins. So is whatever version or custom type you use in your game. The monster design shouldn't presume that the D&D goblin is one thing, or even [I]mostly[/I] one thing. And those goblins deserve to be mechanically distinct, too -- goofy goblins have a [I]Pumpkin Chuckin'[/I] power and high DEX, and Podunk Field goblins have a [I]Fade into Darkness[/I] power and a good Stealth skill, and Eberron goblins have a [I]Pride in Defeat[/I] power and a decent INT (or whatever). And if there's not room for a sampling, the one goblin that gets to be in the MM, should still not pretend like it's the D&D goblin, and should still be a specific type of goblin. Even if you have only one goblin, it should be ONE of those goblins, not "Goblins in D&D are like THIS!", but "This goblin is like this, and you can use it in your game if you want!" [/QUOTE]
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