Everybody loves Goblins for obvious reasons. Here are some quick and dirty rules how you might want to play them. Please come up with more Abilities and or different starting Equipment if you feel like it. Important to notice: Goblins don't usually start with food, so that might be a good starting point for an adventure.
As general framework for rolls, just do 5e. So things are either ability checks, saving throws or to-hit rolls unless specified differently. The 1/6 rolls for should be fixed regardless of the situation. So with 9. you would always have a 1/6 to 'find' that is create some secret passage.
Add +1 to any regular roll for each Activity/Field of 'Knowledge' that applies. How broad you want to understand those is totally up to your group. Goblins don't level, like at all, but get more abilities for more valuables they 'acquire'. You probably could come up with something cooler than xp=Gold though, like how badass the Goblins look to other Goblins or something like that.
As general framework for rolls, just do 5e. So things are either ability checks, saving throws or to-hit rolls unless specified differently. The 1/6 rolls for should be fixed regardless of the situation. So with 9. you would always have a 1/6 to 'find' that is create some secret passage.
Add +1 to any regular roll for each Activity/Field of 'Knowledge' that applies. How broad you want to understand those is totally up to your group. Goblins don't level, like at all, but get more abilities for more valuables they 'acquire'. You probably could come up with something cooler than xp=Gold though, like how badass the Goblins look to other Goblins or something like that.
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