From publisher blurb:
A Bigger, Better Monster is a PDF series helping gamemasters improve their fantasy gaming monsters. It is system neutral, but covers all the basics of what the original monsters appears to do, and how to customize them for your own adventures and campaigns.
From Page 2:
Goblins are misunderstood, poorly-treated adversaries with so much range and capabilities, it’s a shame fantasy games don’t treat them better. I would go so far as to say, they are beyond the range of the rules. They are treated like banks that you shake upside down to get the experience points out.
If you read Swarms, you know that swarming animals are not handled correctly in fantasy games. And goblins fall into a similar trap. They are either too easy to kill (because they are 1/4th the power of a PC), or they are devoid of any interesting elements.
Again. Because the designers treat them as being 1/4th the power of a PC.
There is no reason goblins can’t become a true force of terror in your games, and you don’t even need to give them 200 hit points to do it.
Caveat
Goblins don’t just need a redesign. They need a complete overhaul. If you like them being squishy and easy to kill, that’s fine. Continue with low AC and HPs, and let them be fodder for the PCs’ level advancement.
But you’re reading this PDF because you want more than that. If you alter the goblins’ history and lineage, before you upgrade them with the advice in this document you get the following:
a foe the PCs can be fighting throughout their entire campaign, in different forms.
a monster that’s not just a cheap joke singing a dumb song.
surprising encounters for players who are bored with the same ol’ same ol’.
advantages and tactics that can’t be predicted by players who know everything.
the chance to plot some proper combat puzzles your PCs can’t just fireball their way through.