Kobolds. More than just dungeon fodder- they're a staple of D&D lore. Draconic servants, endearing tribal creatures, adventurers, even diabolical masterminds in their own right. (See Tucker's Kobolds.) At this point in Neverwinter, they have more than enough technical justification to be added as a player race- many of their assets could be developed from what is already in the game, with the skeletons of the Dragonborn, Tiefling, and Halfling races making excellent references for every part of their anatomy- and with a basic, static model already in the game, simply waiting to be expounded upon to allow customization. Armor would not change drastically from a downscaled version of what is stuck on Tieflings- in fact, with very little done to it kobolds would look better in any armor set than Dragonborn do in some of the non-plate armors the game offers.
Now, for the mechanics of the race. These can be hard to balance; kobolds only really excel in Dexterity, with some displaying high Intelligence or Charisma scores in a given campaign to make them effective at holding player classes, like Sorceror. There's our first racial:
+2 to one of: Dexterity, Intelligence, or Charisma.
Next, there's Pack Tactics. This is a core mechanic of kobolds in many systems- essentially, the more allies the kobold has (some systems specify the allies must be kobolds, some don't) the greater their advantage in combat. To represent this, I would offer up:
Pack Tactics: "+0.75% Combat Advantage damage for each nearby ally (including your companion, but not other players' companions)."
This would offer kobolds considerable power in group content, with the relative rarity of CA damage, but not prove overwhelming in solo play. For context, at that rate a kobold is getting a 3.75% flat damage boost in a 5-man party, a 7.5% boost in a demogorgon 10-man party, and an 18.75% boost in a 25-player Tiamat or similarly massive event. The number can change, but the point stands- kobolds don't have high base stats, but they do have strength in large groups.
Lastly, because Pack Tactics is such a huge boon in large groups but less so in small ones, a small boon to personal survivability:
Skittish: +5% stamina gain, +5% movement speed.
Stamina gain can be quite potent when alone, but in larger groups becomes less relevant- there tend to be boss mechanics AND tanks that don't tax your stamina bar as harshly. Same for movement speed- it's practically only helpful for getting around, and sometimes slipping just out of range of the red stuff.
All in all, kobolds are a well-defined race in the lore that are firmly documented to have a varied society and a variety of motives, in addition to at least some potential to become adventurers of notable power. They've also been a staple in many tabletop power builds over the years- giving the race a nod, making a marketing fuss over their release, and pricing them reasonably (e.g. 500 zen for the race, 2000 race reroll pack)/allowing them to be unlocked through endgame content as well as bought could draw back some lost players and attract the interest of devoted tabletop players all over again- and I'm fairly certain from what I've seen, the new design direction would keep them.
A <Friendly Dragon>!
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House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
"There are things to be done!!"
Kobolds will make a fine addition and enlarge the overall DnD lore of the game.
I mean,last race we got was Dragonborn ,a one mostly unknown to most.
While Kobolds?They are everywhere.
I am tired to see halflings and dwarves and lizzards around in PE.
Kobolds for the win!! \o/
Kuo-toa are a race of humanoid fish that live in the underdark and are often allies of Drow. However the body model is rater pear shaped and might be a larger undertaking than other options.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Easy to add additional races might churn a little profit from race rerolls. So the company gets what it wants in the end.
That's the problem with the management of this game. They don't theory craft things that people might want.
Small, annoying, hard to hit and I'm pretty sure they'd be fun to play
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox