Kobolds

A place to suggest new commands, feats, skills, ...
Post Reply
Vaemar
Sword Grand Master
Sword Grand Master
Posts: 665
Joined: Fri Jun 05, 2015 11:21 am

Kobolds

Post by Vaemar » Mon Oct 02, 2017 5:38 pm

This race has been mentioned quite often as a very desirable for player characters by many users. In fact it has a unique lore and characteristics that are not found in any other race. For starters the link to dragons, despite being ironically small and frail creatures, and the various aspects of their culture which is that of a reptilian race, as opposed to most other races which ara mammals.

I had thought about making this race playable from several months now, and especially in the last week, today I am writing this after a potential new user came on the Discord and asked "What is the closest thing to a dragon that I can play?"

And how come we do not offer such a race? Especially when kobolds are so highly desired and would perfectly fit the role! And so here we are with the proposal!

Apart for providing a roleplay avenue which is currently missing there are several additional benefits from having kobolds as a playable race. First and foremost they will contribute to an increase in monstrous roleplay, which is quite enjoyable and interesting not only for those who do it, but also for other characters who interact with them. Even when I don't play a goblin, for example, I greatly enjoy interacting with goblin characters on my other alts. So adding kobolds to the mix will be even more enjoyable.

I believe that to adds kobolds we do not really need to do much, other than adding their option in character creation. They do not need a special hometown and they could easily do with the hometowns available to goblins (i.e. Zhentil Keep, Skullport and the Orc Camp). Same story for deities, given Maglubiyet is not coded for goblins, there is no need to code Kurtulmak either, and after all kobolds could also follow other deities, like Tiamat, or some of the coded ones.

In essence I think that if goblins are playable now, kobolds can be as well, as the difficulties they face are not particularly different.

The only, minor, issue that could be there is bootout programs from goodie cities that may not trigger with kobolds, but I doubt it is particularly complicated to add them, and I believe the only place that would really need the added exception is Waterdeep.

That said, I believe they should be available for about 200 kismet, so that they will not be too difficult to access for new players, and be restricted, at least in character creation, only to evil alignments.

Bring us the kobbies! :D
User avatar
Grenwyn
Sword Grand Master
Sword Grand Master
Posts: 371
Joined: Mon Dec 17, 2007 8:22 pm

Re: Kobolds

Post by Grenwyn » Mon Oct 02, 2017 5:42 pm

Seconded!

I have always wanted to play a kobold skald.
Kalahani Ka'uhane
Gottschalk, Witchdoctah
User avatar
Elerian
Sword Apprentice
Sword Apprentice
Posts: 53
Joined: Fri Jan 19, 2007 1:33 am

Re: Kobolds

Post by Elerian » Tue Oct 03, 2017 12:56 pm

I agree. Bring the kobolds!
Levine
Sword Grand Master
Sword Grand Master
Posts: 254
Joined: Tue Sep 28, 2004 7:31 am

Re: Kobolds

Post by Levine » Tue Oct 03, 2017 1:35 pm

I am inclined to agree that having kobolds as a race would add quite some flavour to the RP. My encounters with goblins as a race have been consistently refreshing and even educational, and I would expect no less from the implementation of kobolds as well. Seeing the rivalry between the goblins and kobolds, and also having to perhaps carefully manoeuvre around these two races and their sensitivities, would add to the complexity of character relationships, too, and up the game of politics in the communities they frequent.

Given that it does not seem very difficult to adapt the goblin's basic builds for kobolds, and I don't see any harm with having more races that have demand (I recall a thread recently where some players expressed vehement interest in it, and I would not be surprised if there are many lurkers in support too), available, I am in full support of seeing kobolds implemented.
Must I kill them
To make them lie still
Rakthar
Sword Apprentice
Sword Apprentice
Posts: 68
Joined: Fri Dec 09, 2016 10:40 pm
Location: Wit's End

Re: Kobolds

Post by Rakthar » Wed Oct 04, 2017 2:15 am

Adding my support because more races for me to spend kismet on, and it really is enjoyable to deal with monstrous races.
Cabadath, Weaveshaper
Rakthar Of the Axe, Diplomat of the Dwarves
Pax, Hired Guard
Phyrala, Baenre Priestess
Zaditir, Flying Harpist
Namid yr Oma el An'assar yi Calim
Aranemon, Strifelord of the Black Sun
Furtaltik
Sword Bumbler
Sword Bumbler
Posts: 10
Joined: Sat Aug 19, 2017 12:11 am
Location: Ohio

Re: Kobolds

Post by Furtaltik » Sat Nov 25, 2017 11:51 pm

Ooohh, I'd throw down on some kobold goodness!
Feed my alt-aholism. :D
User avatar
Benorf
Sword Grand Master
Sword Grand Master
Posts: 381
Joined: Sat Aug 03, 2013 12:06 am
Location: Wisconsin

Re: Kobolds

Post by Benorf » Sun Nov 26, 2017 6:20 pm

I would also like to add in my support.

I've always loved kobolds, some of my favorite characters in D&D have been kobolds. As a DM, my parties normally attract a managerie of NPCs that travel with them, offering advice or seeing to their horses/items (Takes away a lot of the monotony of dealing with weight, spending money on rations, etc... when in a city.), and they're almost always favorites of my players.

I do think it would be important to place a disclaimer on Kobolds, playing them is truly a detriment to your character, they have pretty poor stats, all things considered. They should be more about the RP than anything else.
Benorf the Stout, Axe of Torm
Formyndare Mastare, Horn Guard of Yondalla
Thaien Ellbrecht, Planar Interviewer
Post Reply