Hey all, I'm back. I'm formulating a point system with Scrow at the moment. I don't necessarily agree with the ratio system he's proposed about warrior classes though. I'll expand upon my ideas below. I'll get to each backlog post in time, and edit replies in to this one. Bear with me for a moment.
***EDIT: and i'll claim the sharp-tooth
I'd originally claimed the Sharp-Tooth, but I've transferred them to you, in order to take control of something a little more... ambiguous. I'll be roleplaying random events and occurrences that will affect your tribes, so keep an eye out for my posts when it comes to the actual thread.
mmmmmm you may be right about their numbers but we should just start small saying for some reason or another most of our tribes were killed... adventurers, ogre tribes mmm natural disaster cave in ect, or just having a tiny group to begin with. so we can get a feel for this gobo thing were doing remember if we will be attacking each other most likely and being raided by treasure hunters and the legion and who knows some great goblin uniter may come along and make one great tribe and we will take out a city or something. ahhhhhhh all the things we can do!
we can recruit some ogres maybe even a few minotaurs and well we could stomp face on town guards then!! making a small goblin kingdom and doing it the goblin way find place we like kill what ever is in it and take it as our own!!!
I'm sticking to a relatively small number. This is mostly so we can all trial run the concept without getting bogged down in numbers and such. Think of the opening as a tutorial of sorts, as we're all getting a hang of playing, where no-one yet has the strength to overthrow another tribe. This allows for a greater sense of expansion and success when you do get bigger and start conquering other caves anyway. The ogres and minotaurs would have to be approached as a special GM event, as a unique / one-off bonus.
Town guards will be getting involved. I'll be writing up a GM 'roll chart' to generate encounters for you lot. Oh, and bear in mind that if you raid an area a lot, or you're close to the max cave population, you'll attract more attention, which in turn increases the chances of guards investigating into the source of the goblin activity in the area. The latter part of your final paragraph meshes pretty perfectly with my idea. I'll publish a map of Cyrodil that has a grid superimposed over the top, and icons to represent villages / farms, and caves that you can inhabit. I'll have a list of what is in these caves, but this information wont be revealed to you until you put a goblin scouting party in to see what's there. If you like what you see, send a bigger force to clear it out, and have them set up camp.
[...] points system [...]
I like the look of what you've done there. My ideas were close, but not exactly the same. My basic idea for making the standard goblin rank would be to make them scavengers / foragers, like you said. There would be a food resource that your tribe would be required to generate. Basic goblins would generate enough food to support themselves and one other goblin, due to their nature as scavengers. Goblins 'upgraded' as rat farmers would provide a lot more food. Goblins 'upgraded' as chefs would reduce the amount of food your tribe requires to function (due to the resources at hand being prepared better). Goblins would be able to be used as combat troops (although they'd be outclassed by specialised soldier goblins), while 'infrastructure' goblins like the farmer and chef would be combat incompetent.
All classes of soldier (Berserker, Skirmisher, Warlord, etc) would not generate food, due to the fact that they are too busy training or fighting. Soldiers can provide food by raiding villages and settlements however. Using the aforementioned GM roll chart, if your population exceeded your food resource, bad things would start to happen. Famine and starvation perhaps, or maybe disease caused by fatigue and weakness. It'd be in your interest to keep a good balance between soldiers and providers - or to be sure you can bring in the bacon forcibly from the farmers.
i have no idea how to roleplay with levels. it's not like you're gonna write: "five of my berzerker leveld from level 10 to level 11 during the raid." or something like that. make the point cost of the different types higher or lower the points you can distribute in general to halve. so 50 on troops and 25 on weapons and 25 on magicka.
I think with levels, it would be easiest just to go with level 1, 2 and 3. That would be Goblin, Skirmisher and Berserker. The way to explain it in role play, would be that your 'upgraded' troops had gained experiences in the last few fights (or in the case of you upgrading them with points you'd gained out of combat, that they'd been in training bouts with the warlord itself). This would allow them to pick up new techniques and become more survivable and dangerous. Don't actually specifically reference to meta-information like levels themselves.
well we can say that berserkers are all ten skirm are 5 and whelps one. i assume and then we must take gear into account honestly this is my first tiem doing something like this and i look forward to learning as we go along
Wargear will be accounted for separately. For example, you could equip each goblin in your tribe with a steel sword and shield, as well as a bow, but there really isn't much point when the combined equipment would cost more than the creature it was being used by. If that goblin died, that's a big investment down the drain.
I think that's everything for now.