For lore purposes: Sure. They could be vulnerable to Light, Fire, Magic, whatever, depending on what you're reading/watching/playing. I believe foxx is correct about the Elium goblins having a pure magic vuln.
For balance purposes: I thought this would be a nice separator between goblins and ferals, while still providing decent balance. It could also be a "holy" vuln, since light weapons aren't overly accessible.
Definitely open to interpretation and ideas; just looking to put some ideas out there.
I think scurry would be better if it was a decent chance to reduce movement cost, stacking with mounted, to a minimum of 1, but only in forest or mountain terrain.
resistance to disease because of their filthy environment helping expose them to diseases long enough to build resistance. Perhaps poison as well, as they tinker with it often.
add traps to automastery, goblins are fond of traps.
vuln should be light, NOT holy.
increase dex to 22
give them a bonus to damage and hit chance while attacking the same target as another goblin.
The rest looks fine. Also the extra dex aids with small sized bash evading.
An elf has 104 stat points. The highest in the game for base races. Dwarves and avians have 103. Not really a good example without also taking into racial bonuses into consideration.
Let's take the Faerie and Fire Giants into consideration, too.
Elf: 18 20 25 23 16 - 104 points
Perks: Autosneak; infravision; charm resist; allergy to iron.
Faerie: 14 25 20 23 14 - 96 points
Perks: Autosneak; autofly; immune to faerie fire/fog; +mana(?); tiny size
Fire: 25 15 15 16 23 - 94 points
Perks: Fire proficency; fire resist; giant (physical resist, mental vuln, large size); cold vuln
Goblin: 15 20 23 20 16 - 94 points
Might it still be too low? Perhaps. If the stats remain the same (and I think they're fine for the most part - they're scavengers), I think a bit more on the perks side should be added. Not too many, of course.
Ogres get more HP than other races of the same class. Faeries get more mana than other races of the same class (I believe), why not give goblins +moves in addition to their scurry ability? They're small, light on their feet from the filth they're usually in, imagine how far they could move through the clean streets.
Even if we don't take Navi's suggestion about them coming from the landfill (which I like) and make them cavern crawlers, its effect could still be the same. From the landfill though, resistance to disease is an excellent idea with the light vuln, and we could allow them to dig too. Maybe even burrow (camouflage-like ability).
con should be at least human or better to justify poison/disease resistances.
goblins throw themselves at their enemies in large numbers, while I certainly do not question the reasoning (intelligence) behind their method, I do question the wisdom of the goblin individual who is in the third and fourth ranks and knows he will die and be trampled on without the glory of seeing battle.
With this current proposal, you'll have a hard time differentiating from feral...being that Evangelion's design offers a high-speed (although dex could better reflect this rather than just racial skills), low-hp, bursty type of mechanics set...and in the same align set as ferals.
Goblins/Orcs are what I always believed that ogres should be in a balanced mechanics sense.
Great regen, good all-round stats, versatile in classes (similar to humans, being that goblin-kind are generally just the 'dark' version of human)...with some big vuln, such as magic. Essentially what ogres are---minus the large size. It is the large size that so overpowers ogres. It would be very effective simply to use ogre design to template 'orcs' or 'goblins' (depending on what size you want to go with) and get rid of ogres (essentially just renaming them and opening up some classes).
Alternatively, you could make three, four, or even five breeds of 'goblin' (similar to giants--races are very easy to make in FL from a coding standpoint):
Imp - Tiny
Kobold - Small
Goblin - Small
Orc - Medium
Ogre - Large
As you increase in size, magic resistance goes down, physical resistance goes up. No hybrids allowed (e.g. dark-knight, ranger)..perhaps no ninja, blademaster, monk either. Clerics/shaman are allowed for kobold/goblin/orc. Imps can't be any melee classes; ogres must be pure melee (perhaps berserker only if they aren't toned in terms of stats/abilities -- you can't simply ignore ogre imbalance forever!). Goblins and kobolds are different in their physical-stealth/magical inclination respectively...and racial abilities, for example, a kobold may be able to burrow or some such. Of course, the best way to design orcs themselves is to just change ogres into them, but failing that, it may be difficult to make them suitably different from evil green dwarves...healthier slow feral....or generic humans...in terms of viable FL build mechanics, you either burst, tank, or support.
Unless you are an ogre, then you tank and burst. Alright, you get my point already.
I will wholeheartedly confess that when I started to post this idea, it was a toss-up between orcs and goblins. My concern was about filling a vacuum for a lack of interesting neutral races (hence my neutral qrace suggestion, as well). That said, I'm all about whatever idea gets us new races -- which as you already pointed out, are easy to code -- and classes.
Also, we have stone giants and minotaurs, both of which are neutral.
I do agree that we could use a neutral only mage race though.
How does it benefit us to bottleneck the RP and lore of a race before they're implemented? Goblins in D&D are typically evil/neutral. That doesn't mean the Aabahranian race of goblins couldn't be neutral, if it accomplishes what we want it to accomplish.
Goblins in D&D are typically evil/neutral. That doesn't mean the Aabahranian race of goblins couldn't be neutral, if it accomplishes what we want it to accomplish.
But what do you actually want it to accomplish?
Goblins in D&D are typically evil, and so are the goblins in FL (Elium goblins for example).
How does it benefit us to bottleneck the RP and lore of a race before they're implemented?
You never said a single word about their lore and RP. You just threw some random stats and skills and called it a race
I am all for a new races, skills, and new stuff in general, as long as it makes sense, brings something new, enriches the environment and doesn't disturb the lore of FL.