So recently, I came across Mystic Arts on YouTube. Dadi's germanic monotone is really good as a podcast to listen to on audio while driving. He has one talking about hobgoblins, and not making them just 'a bag of hit points'. I couldn't agree more, and I've used that phrase several times in my blog articles.
He talks about 'modular design' and making his monsters easy to run in a mixed batch. He goes on to demonstrate how his hobgoblins would work in D&D 5E, pumping out 150+ points of damage a round -- that's a lot. And not exactly applicable to DCC ... but the concept behind it is.
Here's my take on the hobgoblin. I took the DCC Core Rules hobgoblin, upgraded their armor to lean into the concept of well-armored soldiers, and gave them the ability 'regimented', giving a +1 to AC for each adjacent hobgoblin -- it could be a shield wall, it could be tactics, it doesn't matter too much -- it just makes them harder to hit. I created monster stat blocks for hobgoblins, hobgoblin sergeants, and hobgoblin captains, all with that ability. Further, I gave hobgoblin captains a 'commanding' ability letting them roll a d24 for Initiative.
I think a troop of hobgoblins will feel a lot different to fight with orcs with this small monster ability.
If you want to see the Mystic Arts video about hobgoblins, it can be found HERE. Drop me a line if you have ideas or thoughts about this at archadethered@gmail.com.
Hobgoblin: Init +2; Atk morningstar +2 melee (2d3+1)
or whip +2 melee (1d6 plus DC 14 Ref save or be entangled); AC 17 (banded mail
+ shield); HD 1d8+2 (7 hp); MV 25’; Act 1d20; SP infravision 60’, regimented
(+1 to AC for every adjacent hobgoblin); SV Fort +1, Ref +1, Will -1; AL LE;
Crit III/??
Hobgoblin Sergeant: Init +2; Atk longsword +3 melee (1d8+1);
AC 17 (banded mail + shield); HD 2d8+4 (13 hp); MV 25’; Act 1d20; SP
infravision 60’, regimented (+1 to AC for every adjacent hobgoblin); SV Fort +2,
Ref +2, Will +0; AL LE; Crit III/??
Hobgoblin Captain: Init +2; Atk greatsword +5 melee
(1d10+2); AC 17 (half-plate); HD 3d8+6 (20 hp); MV 20’; Act 1d20; SP commanding
(+1d to hobgoblin initiative checks), infravision 60’, regimented (+1 to AC for
every adjacent hobgoblin); SV Fort +2, Ref +2, Will +0; AL LE; Crit III/??
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