Thursday, April 27, 2017

Mommy, The Goblins Are Too Tough …


Give me a freakin' break.

You do realize that Fighters in BX D&D had a D8 for Hit Dice and no special abilities besides maybe a strength bonus to hit those pesky 1-1 Hit Die Goblins, right? Hell, Thieves only got 1d4 Hit Dice at 1st Level and shitty percentages to do what thieves do.

“Blah Blah Blah … back in my day” … right?

Ever hear of Tucker's Kobolds? If not, Google's your friend. I'll wait.

...

Sure, a half Hit Die creature can terrorize any group of any level with the proper advantageous tactics applied. But in Lost Mine of Phandelver, the initial goblin encounter is just barely the use of tactics in it's set up. Two of six Gobbos use missile weapons. The other four engage in melee with the PCs, which is practically suicidal against the statistically, vastly superior player characters, Even if it is a group of four 1st level Wizards. (Or even one 1st level Wizard with initiative and a Sleep spell ...)

When I ran that encounter for my group, I put the Goblins hiding in the trees with partial cover, all armed with bows. Sure, the Goblins got surprise and drew first blood. Sure, there was an OH SHIT moment as the players were faced with an undetermined number of unseen foes. Did I mention they were all melee fighters, except for the guy on a horse who rode off to inform and rally the rest of the party? Oh, the player characters survived and after a short rest were up and rarin' for more … and they have a much more interesting story to tell later.

God, I love this game … :D

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