Quote Originally Posted by Chaosmancer View Post
Snip
It's not just goblins... all the "basic humanoid" foes are better in 5e, because they actually feel different from each other. In 3e, every humanoid race was basically same... sure, some had different stat bonuses, but that was about it. Orc had better Str, hobgoblin had better Dex, goblin was small... but ultimately, there wasn't much of a difference.

In 5e? Goblins with their pseudo-cunning action are best suited for hit-and-run tactics, both in melee and at range, though they lack speed to pursue fleeing enemy. Kobolds have double incentive to avoid fighting in daylight (both darkvision and sunlight sensitivity) and they are better for swarming the opposition instead of skirmishing... and they need to, as they are the weakest opponent individually. Hobgoblins want to stick together, and combined arms approach works for them, and they can dish great damage, even though their stats are nothing to write about otherwise. In fact, their increased damage means they can operate in teams where one member uses Help to give another advantage to land that extra damage attack, or holds the opponent down. Orcs are naturally aggressive, they are build to close distance fast, and they are tougher than hobgoblins... and don't need teamwork. It is also hard to impossible to escape from them. Troglodytes should avoid fighting in daylight even more than kobolds, with no pack tactics to counter the sunlight sensitivity disadvantage, but instead of ganging up on one foe, they want to spread out their stench among the whole enemy team. And they are good for initial ambush, though it is unlikely they would be able to re-stealth in combat. Bugbears, as the "peak" humanoids, are tough and hard-hitting opponents, individually or in group, similar to orcs, but unlike orcs, they will want to ambush their victims instead of charging screaming. Gnolls may seem similar to orcs, but they are rewarded for targetting and taking down the weakest opponents.