| Post/Author/DateTime | Post |
|---|---|
| #1HoundstoothMar 18, 2011 19:49:19 | Im starting a new game in a couple months with goblins that feel more like they do in Warcraft, building tinkering and inventing, less like clissic D&D stabbing sneaking steeling... Is there anyone who can help rebuild this player race to reflect a tinkerer? |
| #2MechaPilotMar 18, 2011 20:23:48 | Ok, I would start by finding a book with a conjuration power; perhaps the essentials book with the hexblade in it or the arcane power book that has them. Those powers can be stolen whole cloth if you like, with the conjured creature being a tinkered combat pet. Your best bet is to find an at-will conjuration power so that it is balanced as an encounter power for the race. |
| #3Crimson_ConcertoMar 18, 2011 20:27:59 | Well, Goblins as they currently exist aren't a PC race anyway; they're an NPC race, so you're basically going to want to be building a race from scratch anyway. That said, my immediate and obvious response is "Play an Artificer." That really should solve all of your problems and be exactly what you're going for. |
| #4HoundstoothMar 18, 2011 20:58:24 | atificers are great and suggested, I will also be using the tinkerer designed by a forum member currently in the stickys at the top of this forum section, but being that the goblins are the tinkerers in the world, I would not want an elf and goblin artificer or tinkerer to be equal... its the 2 major and minor racial benifits Im having a hard time with... Ability Score: +2 Intelligence, +2 Dexterity or +2Wisdom Encounter Power -or- At-Will Power |
| #5Crimson_ConcertoMar 18, 2011 21:19:29 | Well, the trick is to create racial features that work well for what you want but are also still useful for other classes. You don't need to be making another Minotaur now. Here's a random idea that comes to mind:Sabotage: You gain training in Thievery. If you would gain training in Thievery through some other means, such as from your class, then you instead gain a +2 racial bonus to Thievery. Once per encounter, you can make a Thievery check to Disable Divice or Open Lock as a minor action instead of as a standard action. Only problem is it doesn't sound very much like a racial feature. Really, that's going to be your difficulty with putting tinkering flavor right in the race itself. It really doesn't make very much sense to do so because that's more of a cultural thing. But really, if you're allowing INT/WIS as an option (which I find an odd choice, by the way), then you're already going to have a race much better suited to the Artificer than most other races out there, so that should be more than enough, no? |
| #6HoundstoothMar 18, 2011 21:51:36 | what about the Thir-Keen ability Once per encounter you can draw or stow and item on your person as a free action. |
| #7HoundstoothMar 18, 2011 22:31:25 | This is all I have so far, I still need a power and maybe another minor ability, also Im not sure if my second major is major enough Ability Score: +2 Intelligence, +2 Dexterity or +2 Wisdom Defense Bonus: +1 to Will Major Ability Two: In addition to your class training you are trained in Engineering Encounter Power -or- At-Will Power |
| #8Crimson_ConcertoMar 18, 2011 23:01:04 | This is all I have so far, I still need a power and maybe another minor ability, also Im not sure if my second major is major enough I think that you misunderstand what a Minor Ability is. None of your current features are Minor Abilities. All of your current features are Major abilities. Ability Score: +2 Intelligence, +2 Dexterity or +2 Wisdom This race only requires a +1 Will when the character selects to go INT/DEX. I recommend something like the following... Goblin Insanity: If you selected to gain a +2 racial bonus to Dexterity instead of Wisdom, then you gain a +1 racial bonus to Will. Major Ability One: Once per encounter you can draw or stow and item on your person as a free action. Assuming that you intend for this to be identical to the Thri-Kreen feature, this should be once per turn, not once per encounter. Major Ability Two: In addition to your class training you are trained in Engineering I recommend against features like this because it tends to screw with classes that get whatever skill for free. I haven't actually looked up this Tinkerer class, but I'm betting is gets Engineering for free the same way that the Wizard gets Arcana for free. Minor Abilities: You gain a +2 bonus to defences against traps This is a major ability, not a minor ability. It's not a very powerful major ability, but I'm just sayin'. As for the racial power, it should be Encounter, not At-Will. (It should be noted that Fireclave and I have some disagreements about how races should be built, so don't take that guide as the be-all-end-all of racial design.) |
| #9HoundstoothMar 19, 2011 1:02:17 | so how would you do it? I mean someone built a centaur on here the other day so there must be a way right, to build the warcraft flavor goblins?!? I feel so frustrated |
| #10Crimson_ConcertoMar 19, 2011 1:15:18 | so how would you do it? How would I do what exactly? I mean someone built a centaur on here the other day... We should avoid getting into a discussion of whether that was a good or bad thing. ...so there must be a way right, to build the warcraft flavor goblins?!? Warcraft Goblins really aren't that different from D&D Goblins. The only difference is that there's fluff around them pegging them as favoring the Artificer class and technologically-flavored equipment instead of magically-flavored equipment. That's pretty much all. Trying to put that into the race itself is where you're making the mistake, I think, because that's not something racial; it's something cultural. You're confusing different culture with different race. That's not to say that a playable PC version of the Goblin isn't worth doing; quite the opposite, actually. It's just that I think you're focusing too much on the culture that you're going for when it's just a simple matter to reinforce that by simply reflavoring instead of directly injecting it into the racial stat block. |
| #11HoundstoothMar 19, 2011 1:22:32 | sure but in dnd I can't have players pick race culture and class, like the eladrin and their education, school is culture as is their sword play, but I can't seem to drive that feel into the goblin. |
| #12struckingfuggleMar 19, 2011 3:20:19 | Well, Goblins as they currently exist aren't a PC race anyway; they're an NPC race, so you're basically going to want to be building a race from scratch anyway. You can't use the "racial traits" entry from the back of the MM1? Warcraft Goblins really aren't that different from D&D Goblins. Eh, going by the racial traits block in the back of the MM1, I disagree. Warcraft Goblins are among the smartest creatures on Azeroth - they should have an Int bonus. 4e Goblins? No int bonus. 4e goblins are also trained in stealth, and while there are goblin rogues, Azerothian Goblins are not known for being rogues - the goblins you meet are much more likely to be merchants, artificers, or fighters. The 4e goblin racial power, too, doesn't also fit or encourage the flavor of an Azerothian goblin. |
| #13Crimson_ConcertoMar 19, 2011 10:11:39 | sure but in dnd I can't have players pick race culture and class, like the eladrin and their education, school is culture as is their sword play, but I can't seem to drive that feel into the goblin. Sub par design on the part of the developers does not excuse sub par design by home brewers. Take racial weapon proficiencies as a learning experience for what not to do. Alternatively, for the Education feature, it was just badly named. Something like "Eladrin Talent" would have produced the same mechanic while instead having a flavor based not culturally but intrinsically. You can't use the "racial traits" entry from the back of the MM1? You could, but you shouldn't. Like I said, those are NPCs. The racial stat blocks in the back of the MM are typically neither balanced nor designed the same way that PC race are because they're not intended to be used by PCs. Eh, going by the racial traits block in the back of the MM1, I disagree. Racial stat blocks aren't everything, especially not between two entirely different mediums. Goblins in D&D and in WoW are pretty much the same in the same way that Dwarves in D&D and WoW are pretty much the same. D&D Dwarves don't get Cold Resistance, and WoW Dwarves don't get to reduce forced movement, but we all see that they're basically conceptually identical. The only difference with the Goblin is that their culture is different. Warcraft Goblins are among the smartest creatures on Azeroth - they should have an Int bonus. 4e Goblins? No int bonus. Well, if you're creating a PC racial stat block for them anyway, then they should be getting the flexible ability score treatment that was recently granted to all PC races (minus Gnoll), so it's certainly reasonable to throw INT in there. And don't think that you'd even have to keep DEX and CHA to keep it consistent with D&D. I mean, we've seen fifty version of the Centaur race around here with ability score combinations as different as STR/DEX, STR/WIS, CON/DEX, DEX/WIS, but they all work for the exact same race just depending on what aspects of theirs you feel like emphasizing mechanically. 4e goblins are also trained in stealth... No, Goblins gain a racial bous to Stealth, not training, and they get this bonus because 4E likes to try to mechanically model some effect for Small size when it can. They didn't feel like going through the trouble of giving Goblins a racial trait reflective of it because they're just an NPC race, so a Stealth bonus is just the easy way out. The 4e goblin racial power, too, doesn't also fit or encourage the flavor of an Azerothian goblin. The 4E Goblin racial power is not appropriate for a PC race anyway, so removing it and granting something else in its place would be not only acceptable but desireable. |