Part Two: Mid-Level Table
Today, I’ll be posting a draft for the Mid-Level Wandering Goblin Table. For those that missed it, the first post in this series can be found here. Let’s get right to it . . .
I'm a former professor of religious studies turned hospital chaplain that has a love for old-school roleplaying, particularly original D&D and B/X D&D. If you enjoy pondering the esoteric nature of early D&D, or just want to poke around and see what another player does in his old-school games, then you should find something of interest here.
Those that know me know I love using tables for wandering monsters to help generate unexpected, exciting, and tension-filled play. Since I’ve been thinking about goblins for an adventure I’m working on, I decided I would post some of the early draft ideas for low-, mid-, and high-level encounters, respectively. This post is part one of three and will only contain the low-level table. Part two can be found here. Anyone running a goblin-centric session set in an underground location could easily plug this table into play with little to no adjustments.
Wisdom rating will act much as does that for intelligence.
D&D Vol. I: Men & Magic, 1974
Helpful quote, I know. Besides acknowledging that wisdom is the prime requisite for clerics, along with some guidelines on how a wisdom score can be adjusted to affect a character’s overall experience point bonus, the above sentence is all the original three Dungeons and Dragons booklets ever said about wisdom. Despite my love for OD&D, that’s a pretty half-baked conceptualization for one of the three primary abilities. At least it was half-baked in its originally published form. It seems Gary Gygax just needed a mechanical parallel to the strength and intelligence prime requisites for fighting-men and magic-users, respectively. What wisdom actually measured had to either be deduced by the dictionary meaning of the word or ascertained in actual play with other players.
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