Stupidity in Goblin wizards?

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Lerytha
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Stupidity in Goblin wizards?

Post by Lerytha » Sun Apr 24, 2005 10:05 pm

Goblins are stupid. It is a well-known fact. However, a goblin wizard, I feel, would have some intelligence about him.

This post is just to ask: when playing a goblin, is one able to train intelligence to gain "genius" level of intelligence (or above), in order to cast greater spells. If so, then does the player of the goblin still have to play it stupid, or would the goblin have to remain stupid like the rest of his ilk?

I am thinking that the goblins represented by the PC, would no doubt be one of the rarest of goblins.

I think I have muddled this question up.

Basically, are goblin wizards allowed to be clever?

If not, are goblin wizards allowed to train their intelligence high so they can memorise more spells, but take care not to play the goblins too intelligently?

Any ideas would be welcome. Thanks!
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Stupidity in Goblin wizards?

Post by Gwain » Mon Apr 25, 2005 2:55 am

I think any inteligence a goblin has is based on it's cunning and ruthlessness. Corner a hamster and it will attack with the ferocity of a lion, in a sense goblins are like this. So a smart goblin is only as smart as it thinks it can be. A Goblin wizard is smart because it has tasted power, but is still open to some forms of stupidity. A brain hard-wired with magic is bound to be part soup cracker in some places. It would be interesting to sit and unravel the teeny fellows brainns to get into the gooey petty ideas that might be in there or not. On the other hand, a goblin is not stupid per see, but thinks in a different way and it's best to never underestimate different thinkers.
Last edited by Gwain on Mon Apr 25, 2005 5:28 am, edited 1 time in total.
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Ellian
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Post by Ellian » Mon Apr 25, 2005 5:24 am

Goblinoid races have very deep rooted superstitions and prejudices. They also have relatively short life-spans. They also-also put generally little value in book-intelligence. Intelligence in a goblin wizard can be roleplayed as resourcefulness, a bit of talent with basic cantations, and the ability to capitalise on other goblins' responses to the wizardly abilities.


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Post by Isolrem » Mon Apr 25, 2005 8:40 pm

I like Gwain's idea. A goblin could be technically genius without any "book smarts" whatsoever.
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Kregor
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Post by Kregor » Mon Apr 25, 2005 9:25 pm

Right.... some geniuses can be considered socially dysfunctional. Or, another way to put it, smart, but without the common sense God gave a stump
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Post by Urival » Tue Jul 05, 2005 7:11 pm

This is somwhat similar so i didnt want to start a new thred.

-Are goblins cabable of great magic or are they basically stuck lesser skills? I meen even the smartest goblin could only be half as smart as a human wizard right? Or am i totally wrong on this one?
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Post by Gwain » Tue Jul 05, 2005 7:20 pm

To be honest I've seen faith based shamans to be quite powerful in their own right. But wizards might be iffy.
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Stupidity in Goblin wizards?

Post by Kregor » Tue Jul 05, 2005 8:15 pm

Most goblinoid wizards, AIR, are actually more like witch doctors than mages, much like clerics are more shamans than priests.

This does not preclude them being intelligent, in the cunning sort of way, NOR can they not be powerful in their repertoire, but they are definitely more generalist magic users. I would go as far to say the are more the path of a sorcerer, but, for lack of the sorcerer class in-game... but I digress. ;)

I'm not positive if that is consistent with FK doctrine as well, as far as generalist vs. specialist for goblinoids, I am assuming that goblinoid magic users are restricted from specializing without serious RP, as are some of the humanoid races.
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Post by Timaeus » Tue Jul 05, 2005 10:53 pm

For the non-typical race wizards could there maybe be a Hedge Wizard class set up? It would get some extra spells over the basic Wizard class but far less than any of the existing guilds. A quest could be devised for admit into the class with existing areas and mobs which I would gladly do.
Some of the spells possible for a hedge wizard are Curse, Poison, Resistances, Levitate, Invisibility, Summon Monster, Control Weather etc.
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