>Seriously, I always believe the original designers intended goblins to be a
>possible PC race in BR. I haven’t asked Rich about it … he’s back on the
>list, maybe he’ll answer … but BR always seemed like a place where PCs,
>NPCs, and monsters all have a little more background to them than just
>stats and flat rulings.
>Somebody posted some interesting stat modifiers for goblin PCs and some
>other material a while ago; I didn’t get a chance to go over it in detail,
>but it looked like a pretty good idea.
>
>
>Ed Stark
>Game Designer, Wizards of the Coast/TSR Division
Once again, Ed, you hit the nail on the head. I did think of setting up
goblin-kind as a potential PC race in Cerilia. In general, they’re
stronger, smarter, and more civilized (marginally) than goblin-kind in
other game worlds. I didn’t get to it in the initial boxed set, but there’s
no reason you couldn’t add goblins without too much work. I’d suggest the
Complete Book of Humanoids as a basic guideline.
The first decision for your goblin PC is which sub-race (common, elite, or
huge) he comes from. Common goblins are, well, goblins. Elite goblins are
equivalent to hobgoblins. Huge goblins are akin to bugbears. I’d apply the
following racial modifiers:
Common: STR -1, CHA -2, DEX +2, CON +1
Elite: CHA -1, CON +1
Huge: STR +2, CON +1, DEX -1, CHA -2
About the only special racial ability I can think of for Cerilian goblins
is infravision, and maybe some mining skills. Unlike other goblins, they’re
not penalized by bright light. Common goblins can be fighters, magicians,
priests, or thieves (that’s what they’re best at); elite goblins can be
fighters, magicians, priests, or thieves (they’re pretty good at any of
'em); and huge goblins are fighters or priests, and they’re much better at
being fighters.
So, that’s my first thoughts on goblin PCs. What do you guys think? And how
would a goblin domain differ from a human domain? Would goblin regents
operate by any special rules?
Rich Baker
Birthright Designer