Honestly, I think there's a bug here. The spawns in ar2700 and 2800 generate gibber2.cre. However, gibber02.cre is unused - I think the spawns should be changed to gibber02 instead, and possibly that was intended. Only difference is the latter CREs actually have an attack (s1-2.itm) that causes 1-2 points of slashing damage. They'd still be complete pushovers, but not completely useless. What do you think, @Avenger_teambg et al.?
A neat "twix" (tweakish fix) would be to add to that attack a 5-10% chance to cause disease.
@Avenger_teambg - so you think they intended diseased gibberlings to do no damage at all? That's silly - they should have bites or claw attacks for 1-2 points of damage, at the very least.
@Avenger_teambg - Pfft, they can encounter non-diseased gibberlings and much worse straight out of Candlekeep. Official bug report is in order, I think.
Meh.. I dunno. I, personally, don't think it deserves so much discussion. If you're arguing that they are weaker than wolves which you find in the starting area, or even an ogre, then by that logic the Nashkel Mines should just be filled with ogre-strength kobolds, surely? I'd just chalk it up to immersion building and enjoy the game ^^
If you're really that concerned with Diseased Gibberlings, there is a solution: use Cure Disease, then they should revert back to just plain, simple Gibberling. Sure you have to stock up your spells to accomodate it but hey...it's all for a good cause
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A neat "twix" (tweakish fix) would be to add to that attack a 5-10% chance to cause disease.
Just try with an 1hp mage.
...then carefully re-release the Gibberlings back into the wild so they can run free and frolic among the squirrels.
I'd just chalk it up to immersion building and enjoy the game ^^