I have played five or six games in the past and currently started to get back in to dnd. I look though all the races on this website and was surprised that koblods had a large strength disadvantage. I haven't bought the 5e monster guide yet but I think a disadvantage of -1 would be more reasonable for a small lizard. I find it weird that other races of small stature (expect dwarfs) doesn't have that kind of penalty. Idk I just find it weird.
A "Kobold" NPC has a STR of 7. So Players are actually getting a +1 bonus compared to NPCs. (a standard kobold also has penalties to Con, Int, Wis, and Cha)
The other reason is that from a balance/flavor perspective I believe they wanted to include the Kobold "Pack Tactics" ability which grants advantage in many situations, and needed some kind of trade off. Kobolds also get 5 more speed than halfling and gnome.
Orcs also receive a -2 penalty to INT.
Both Kobold and Orcs are considered monstrous races and really shouldn't be utilized in a campaign unless the DM and players are somewhat experienced. In the many settings they might be attacked on sight in civilized lands.
And in DnD 5e, Dwarves are Medium creatures.
Finally, a str penalty is primarily just a penalty if you play those types of characters, a kobold will be less effective as a barbarian or knight in shining armor, but can still be an extremely effective rogue or ranger, or dex based fighter.
I understand about the pack tactics, and the penalty to strength, but I don't completely understand about the sensitivity to sunlight. Even if you go with that they are a mostly subterranean race, so are goblins, which do not get the minus to sunlight. In fact goblins, which are supposed to be shown as a weaker race themselves get more bonuses to things than Kobolds do. Both of these races are comparable in size as well. So that can not be a factor. So why are kobolds getting more of the short end of the stick than goblins?
I understand about the pack tactics, and the penalty to strength, but I don't completely understand about the sensitivity to sunlight. Even if you go with that they are a mostly subterranean race, so are goblins, which do not get the minus to sunlight. In fact goblins, which are supposed to be shown as a weaker race themselves get more bonuses to things than Kobolds do. Both of these races are comparable in size as well. So that can not be a factor. So why are kobolds getting more of the short end of the stick than goblins?
You would have to ask the designers for a definitive answer. Reading Volo's guide to monsters and the descriptions for each race and their typical habitats might also offer some insight (all of the monstrous races are from Volo's).
However, the bottom line is probably balancing pack tactics which is a particularly powerful ability for a number of classes - the rogue stands out as an example since it enables sneak attack ... however, I have also seen a kobold monk make very good use of it. In addition, pack tactics will cancel the disadvantage from sunlight sensitivity giving a straight roll for the kobold if both conditions apply ... as opposed to drow or duergar which do not have an easy way to cancel sunlight sensitivity (maybe darkness spell on drow 1/day).
I think the reason goblins and goblinoids dont sunlight sensitivity is because most them them arent truly subterranean. Goblins may live in caves but usually are found raiding the surface. And even building (or infesting) buildings and converting them. Hobgoblins are stated as being very much a war loving race and usually live in strongholds they build or capture.
But kobolds are more often in deeper caves. Avoid the surface during the day entirely. And in many cases dont actually raid towns that often unless its a very easy oppurtunity.. and its implied that in many cases kobolds never set foot on the surface or see the sun.. i think they are also found in or near underdark areas. Or in the caves that connect the underdark to the upper underground. As drow also have sunlight issues as do many creatures that live in that kind of perpetual darkness
I always assumed pack tactics was balanced with sunlight sensetive(don't think kobold PC's had sunlight issues in 3.5) and the -2 are was the designers saying we hate kobolds.
For the sunlight sensitivity, it's important to remember that Kobolds were designed as a monster first, and converted to a playable race later. So it would be weird if all NPC kobolds were sensitive to sunlight, but for some reason any PC kobolds simply weren't.
A "Kobold" NPC has a STR of 7. So Players are actually getting a +1 bonus compared to NPCs. (a standard kobold also has penalties to Con, Int, Wis, and Cha)
The other reason is that from a balance/flavor perspective I believe they wanted to include the Kobold "Pack Tactics" ability which grants advantage in many situations, and needed some kind of trade off. Kobolds also get 5 more speed than halfling and gnome.
Orcs also receive a -2 penalty to INT. +
...
But most people playing kobolds would put 8 in strength so kobolds would end up with 6 in strength rather than 7. And orcs also get a +1 bonus to con while kobolds just get +2 to dexterity and -2 to strength.
Pack Tactics is incredibly powerful if you play intelligently, and sunlight sensitivity is relatively easy to mitigate. That they have lower overall stats than other races is not a big deal.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Bad design. Racial ability penalties aren't a part of 5e design, and no race should have them.
Got a source on that?
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Don't have a source specifically but volos guide says the monstrous races may be more/less powerful, which implies they didn't follow their own design guidelines.
""Some of these races are unusual in that they have a reduction to an ability score, and some are more or less powerful than the typical D&D races — additional reasons for the monstrous races to be used in a campaign with care."
Don't have a source specifically but volos guide says the monstrous races may be more/less powerful, which implies they didn't follow their own design guidelines.
""Some of these races are unusual in that they have a reduction to an ability score, and some are more or less powerful than the typical D&D races — additional reasons for the monstrous races to be used in a campaign with care."
Right, because the Variant Human, Half-Elf, and Wood Elf are such bastions of perfect 1:1 balance.
What makes a race more or less powerful are not the racial ability scores; they are the racial features.
-2 Strength on a Kobold is nothing. They have advantage on attacks just by being next to someone.
-2 Intelligence on an Orc is nothing. They can move as a bonus action.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I made a kobold barbarian of bear totem at level 5 after my paladin was turned to stone by a medusa. His strength was a 10 after creation. I went with great weapon master feat and he just took the -5 to every attack, he was already attacking at a disadvantage with the heavy weapon (greataxe). I just always attacked with reckless, he only hit twice that night but when he did, BOOM!
Instead of a +1 to another stat, they get 30ft movement speed as a small class and also have pack tactics and grovel which can both be extremely useful.
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I have played five or six games in the past and currently started to get back in to dnd. I look though all the races on this website and was surprised that koblods had a large strength disadvantage. I haven't bought the 5e monster guide yet but I think a disadvantage of -1 would be more reasonable for a small lizard. I find it weird that other races of small stature (expect dwarfs) doesn't have that kind of penalty. Idk I just find it weird.
Berds!
Kobold PCs have -2 to Strength because kobolds are very thoroughly wimps.
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Kobolds are EXCEPTIONALLY weak and cowardly.
A "Kobold" NPC has a STR of 7. So Players are actually getting a +1 bonus compared to NPCs. (a standard kobold also has penalties to Con, Int, Wis, and Cha)
The other reason is that from a balance/flavor perspective I believe they wanted to include the Kobold "Pack Tactics" ability which grants advantage in many situations, and needed some kind of trade off. Kobolds also get 5 more speed than halfling and gnome.
Orcs also receive a -2 penalty to INT.
Both Kobold and Orcs are considered monstrous races and really shouldn't be utilized in a campaign unless the DM and players are somewhat experienced. In the many settings they might be attacked on sight in civilized lands.
And in DnD 5e, Dwarves are Medium creatures.
Finally, a str penalty is primarily just a penalty if you play those types of characters, a kobold will be less effective as a barbarian or knight in shining armor, but can still be an extremely effective rogue or ranger, or dex based fighter.
Thanks for the responses.
Berds!
I understand about the pack tactics, and the penalty to strength, but I don't completely understand about the sensitivity to sunlight. Even if you go with that they are a mostly subterranean race, so are goblins, which do not get the minus to sunlight. In fact goblins, which are supposed to be shown as a weaker race themselves get more bonuses to things than Kobolds do. Both of these races are comparable in size as well. So that can not be a factor. So why are kobolds getting more of the short end of the stick than goblins?
You would have to ask the designers for a definitive answer. Reading Volo's guide to monsters and the descriptions for each race and their typical habitats might also offer some insight (all of the monstrous races are from Volo's).
However, the bottom line is probably balancing pack tactics which is a particularly powerful ability for a number of classes - the rogue stands out as an example since it enables sneak attack ... however, I have also seen a kobold monk make very good use of it. In addition, pack tactics will cancel the disadvantage from sunlight sensitivity giving a straight roll for the kobold if both conditions apply ... as opposed to drow or duergar which do not have an easy way to cancel sunlight sensitivity (maybe darkness spell on drow 1/day).
Grovel, Cower, and beg is op in the right situations
I think the reason goblins and goblinoids dont sunlight sensitivity is because most them them arent truly subterranean. Goblins may live in caves but usually are found raiding the surface. And even building (or infesting) buildings and converting them. Hobgoblins are stated as being very much a war loving race and usually live in strongholds they build or capture.
But kobolds are more often in deeper caves. Avoid the surface during the day entirely. And in many cases dont actually raid towns that often unless its a very easy oppurtunity.. and its implied that in many cases kobolds never set foot on the surface or see the sun.. i think they are also found in or near underdark areas. Or in the caves that connect the underdark to the upper underground. As drow also have sunlight issues as do many creatures that live in that kind of perpetual darkness
I always assumed pack tactics was balanced with sunlight sensetive(don't think kobold PC's had sunlight issues in 3.5) and the -2 are was the designers saying we hate kobolds.
For the sunlight sensitivity, it's important to remember that Kobolds were designed as a monster first, and converted to a playable race later. So it would be weird if all NPC kobolds were sensitive to sunlight, but for some reason any PC kobolds simply weren't.
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Pack Tactics is incredibly powerful if you play intelligently, and sunlight sensitivity is relatively easy to mitigate. That they have lower overall stats than other races is not a big deal.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Bad design. Racial ability penalties aren't a part of 5e design, and no race should have them.
Got a source on that?
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Don't have a source specifically but volos guide says the monstrous races may be more/less powerful, which implies they didn't follow their own design guidelines.
""Some of these races are unusual in that they have a reduction to an ability score, and some are more or less powerful than the typical D&D races — additional reasons for the monstrous races to be used in a campaign with care."
Right, because the Variant Human, Half-Elf, and Wood Elf are such bastions of perfect 1:1 balance.
What makes a race more or less powerful are not the racial ability scores; they are the racial features.
-2 Strength on a Kobold is nothing. They have advantage on attacks just by being next to someone.
-2 Intelligence on an Orc is nothing. They can move as a bonus action.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I made a kobold barbarian of bear totem at level 5 after my paladin was turned to stone by a medusa. His strength was a 10 after creation. I went with great weapon master feat and he just took the -5 to every attack, he was already attacking at a disadvantage with the heavy weapon (greataxe). I just always attacked with reckless, he only hit twice that night but when he did, BOOM!
Instead of a +1 to another stat, they get 30ft movement speed as a small class and also have pack tactics and grovel which can both be extremely useful.