An updated version of Odd Goblin is live! 0.7 brings a fairly major rewrite of the rules for additional clarity, many tweaks to classes, and 43 sample monsters. Some of the classes and monsters had abilities that were either stronger, weaker, or nonsensical in the face of previous rules tweaks, so all of those have been ironed out and rebalanced.
The most significant rules change is stealing the concept of Mortal Wounds from Mythic Bastionland--needing to roll a save to keep standing after taking damage beyond your hp in most Oddlikes was always one step too fussy for me, so removing the roll from that does a great job to keep the dynamic but reduce the complexity--and also bring Odd Goblin slightly closer in mechanical compatibility to other Oddlikes. It effectively gives everyone a +50% hp boost, which has felt needed--it makes it much easier for player characters to die, while giving monsters a bit more staying power (which they were proving to need--my level 1-4 players recently ran off an Ancient Dragon with only one loss, something I thought was completely impossible).
Monsters are especially fun to write for Odd Goblin--I try to make sure almost all of them have some sort of special twist or unusual situation they can put the players into. They should all be fairly easy to convert to any Oddlike system.
There are also a few character classes that I loved conceptually but just weren't clicking, mechanically. Each of those have been reworked to grant a few more concretely helpful abilities while still keeping their original charm.
The full changelog can be found here.
Edit: Blogger was completely breaking the formatting of the changelog so I'm just linking to itch.
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