1) The Goblin race gives you the Dodge action as a bonus action, each turn. In comparison the Changeling, If you allow feats, can take the Change Self feat. It's not something they automatically get, they still need to trade an ASI. And that's it. The Goblin has a d6 as Hit Die (if you use the optional rule) while the Changeling has a d8, but from an optimizing point of view I will happily trade a +1 per level on hit points for disadvantage on all attack rolls against me all turns.
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This issue, as mentioned has existed since the first iterations of the rule. One would then conclude that it must not be an issue or that we are simply stubborn (perhaps a little bit of both?). This is a complex problem and needs a holistic approach. Goblins are Small. This discourages them from using the hardest hitting weapons (Heavy or Massive weapons), prevents them from being able to apply many features to creatures larger than they are (usually part of the most recent clarification text) and have the Pariah trait, which really hurts them in the negotiation/social scenes that a lot of the adventures feature. Andriks are much the same. but have Tough and Provocative to compensate instead of Survival Instinct.
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2) The first features of a subclass are particularly important and should be solid, distinct, and make gameplay interesting. The Outlaw approach for the Captain gives you the Deception, Stealth or Survival skill, +10 to your base walking speed and as a bonus action basically the Thieves' Cant feature. This is a very uninspired, uninteresting design IMO.
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Thanks for your feedback! I personally believe there are adventure/campaign premises where the Outlaw can shine, especially with the base abilities of the Captain (such as Bid to Action and Tactical Acumen {since an Outlaw almost certainly will have a high Dex score/mod taking disadvantage yourself to give 2-6 allies Advantage can help on that crucial first round, especially if you're facing a large number of low threat mooks}), where that secret communication can trigger counterattacks, the next phase of a plan, or just give mechanical impetus to a story about rebelling against authority. And, of course, higher mobility never hurts anyone (hey, if you're a goblin Outlaw, you go to 30 feet and can Dash as a bonus action to get a total of 60 and still have your action!)
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3) The Origin feat for Ogres, Big Bones, gives you +1 to your Strength modifier, but this is not the typical language of 5e. It is a typo or it was intentional? And if intentional, that's mean an Ogre with 20 Strength could have a modifier of +6, bypassing the normal limit of 20 on a stat?
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Representing Ogres and Trolls in Ruins of Symbaroum without hitting some natural limits of the core system was a bit of a challenge. If you think we went too far there, then a simple adjustment would be +1 to Strength score and not Strength modifier.
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And I want to specify that during playtest all those things were being pointed out by playtesters (some as the Goblin example even when first released as a trial document) and they could be relatively easily changed, so why didn't address them? Because they were convinced that they are fine? Because they forgot them? Because they didn't have enough time? Either way, I think is at least reasonable to say that several things were purposely left the way they were even if several issues about them were pointed out during playtesting. And now, since this is the Final PDF, there is no chance to ever see them changed, which for me personally is a shame.
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I wouldn't say
never. (Bear in mind that the core rules released over 7 years ago were different from the SRD rules released nearly 6 years ago, and that they continue to evolve.) We've made every effort to make a game that 5e players will enjoy and that will welcome them into the setting of Symbaroum and who knows what the future holds?