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Kobolds are a playable race as of the Volo's guide to monsters book release. There are rules regarding how to use them as playable characters, the monster manual has no regard for this.
Even if it DID, the monster manual Kobold's Pack Tactics reads:
"Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold's allies is within
5 feet of the creature and the ally isn't incapacitated."
Which works with JUST ONE kobold ally.
And what do you mean 30' is half of 60'? It is, but that has nothing to do with anything.... are you saying Halflings can run 60 feet as a movement action? That's absurd. Are you referring to Darkvision 60 feet? I can't find any other references to 60 feet
So long as another character is next to the enemy it’s a straight roll.
What. Are. you. talking. about?
30 feet is the standard movement of a medium sized creature. you can spend an action to "dash" or move again, for 60 total movement speed. Halflings, due to their stubby legs, have a 25 foot movement speed instead.
Pack tactics is a trait that many creatures do share, Kobolds, Wolves, Giant Rats, even some tribal warriors (Unsure which, but I think i've seen some). Pack tactics does NOT REQUIRE ANOTHER CREATURE OF THE SAME TYPE to utilize. Just an "ally".
Pack Tactics is listed on page281 of the Dungeon Master's Guide. Pack attack does not exist in any form in D&D 5e. There is a rule where if multiple creatures of the same type are attacking a single player character, like 4 or more, you can shorthand how much damage they do rather than rolling attacks for each.
Either all of your information is purposefully wrong, or you're simply trolling.
It could be that you're thinking of old information, but even then I doubt this, as no player character has EVER been able to move 60 feet on a single turn while still retaining its action.
EDIT: A Tabaxi can move 60 feet on one turn with it's feline agility, forgot about that. But then it has to move 0 feet to recharge that ability for later
Torr, you have to realize *WE* are talking about a WOTC sanctioned book of RULES to the game, the fifth version titled "Dungeons and Dragones Fifth edition" or "DND Next" depending on when you jumped in.
In the RULE BOOK titled "Volo's guide to monsters" which contains WOTC playtested and greenlit variant options for the GAME, Kobolds are a playable race with the Pack Tactics feature.
Even in the FIFTH EDITION monster manual, Kobolds have this feature.
I honestly have never heard of the rules you're playing with, and I've played from AD&D and beyond
Even moving inside so sunlight sensitivity is no longer an issue only makes kobolds a little better than other races. And again, due to the numerous ways to get advantage, the pack tactics feature isn't super important.
Pack Tactics is immensely dangerous as-written. Advantage should never be this easy to achieve. Sure, there are easy options like using an owl familiar to take the Help action, but even that can be easily negated by killing your familiar. Pack Tactics merely requires that "at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated". The ally does not need to be able to detect your or the target, you don't need to be able to detect either the ally or the target, and the target does not need to be aware of or able to detect either of you (other rules apply in all of those cases, of course).
https://rpgbot.net/dnd5/characters/races/kobold/
So what works well within 5 feet is well-
- Animals of the Ranger / Beast Master
-Pets through Find Familiar.
- Sworn beings.
-Allies nearby who are not incapacitated.
-Allies who don't even know where the hell is.
Gods! Have you seen the romance scenes from Dragon Age Inquisitor between a dwarf and the Iron Bull?
And the real moral of Tucker's Kobolds isn't that kobolds are little monsters that you have to be careful of. Rather it is no matter how strong your characters are, a smart DM can still lay them low.
Kobolds are in the rulebook for monsters that are playable.
Dragonborne are in the 5th player manual, all races from the standard manual should make it into it.
That's why dragonborne are more likely than kobolds.
Kobolds as a playable race:
It seems to me more and more the better solution to add a Kobold subspecies.
-The standard goblins are supposed to have a great hatred of gnomes, that could be a problem in a group of different players.
-100th Fan Arts to Kobold Depicts them in different colors, not just red.
-At the 100th Fan-Arts they are represented with ears, which you can no longer take seriously as a dungeon monster, should that be a * nice * subspecies?
-The ability "Pack Tactics" and "Light sensitivity" should probably be adjusted, sometimes too strong or it balances out.