So now that we've established the "idea" of what a kobold is in Deminar, we can take that information, along with its entry in the LL book to start figuring out what abilities it has as a species in terms of game mechanics.
Firstly, we know they're small and fast (due to their kangaroo-like legs), so as that applies to Ability Modifiers you immediately think -1 STR, +1 DEX, a set up shared by halflings. However, there are no playable halflings in the Bluestone Isles, so that might not seem to be a copy right away. After all, what else would get a bonus? They're not hardy, so CON doesn't make sense, nor are they particularly more intelligent, wise, or charming then the other species. Another idea would be to take a penalty elsewhere (say -1 CON), retain the +1 DEX, and then through Ability Min/Max limit STR to say 14 or so. It still gets across that they can't be as strong as a beefy Lizard Folk, but doesn't enforce a penalty that mirrors the halflings. Also, despite their desire to emulate others, I don't think Kobolds are in any way more stupid then other species, they just live life differently, I don't think an Intelligence or Wisdom Max lower then 18 is needed, you can have wise and smart Kobolds, they'll just act like wise and smart members of whatever species they're with. Also, I think their adaptability actually makes them slightly wiser then most, due to their ability to emulate people after observing them for just a little while. Finally, their loose grasp on morality also probably stifles their CHA, as seen by other species, somewhat. I can also, of course, give them a DEX requirement to show that all of their species is more shifty then others.
So, at first pass, we have:
Kobolds
Requirements: DEX 9
Ability Modifiers: +1 DEX, -1 CON
Ability Min/Max: STR 3/14, DEX 9/18, CON 3/17, INT 3/18, WIS 8/18, CHA 3/14
Feel free to weigh in on that.
As for their other abilities, infravision is a given, its mentioned in their monster write-up, and I think I'm going to stick with the image of them having glowing red eyes as well, since it sounds cool and helps explain the lower max CHA. But now we need to see if we can work in their adaptability and unique locomotion into their other abilities and potential saving throw bonuses.
That's for next post though, unless the Ability Modifiers and Min/Max need retooling based on suggestions. After that we'll look at Class Limits and Thief Skill Adjustments and we'll be done!
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