Heh, to make an agricultural metaphor for those of you who may have some knowledge of raising pigs, I guess that kobolds are effectively for many like adventurer starter feed.
However, it turns out that there's a lot of ambiguity about kobolds. They have less basis in world mythology than many other monsters. One article reveals how the official descriptions of them have kept changing and taken as a whole don't make a lot of sense: http://www.wizards.com/dnd/Article.aspx?x=...4dreye/2013end1
Now I have just been reading another article that states the following:
QUOTE
As described in the earliest versions of D&D, kobolds are even weaker than goblins, and in many games they provide the same sort of comic relief that goblins do. The 2nd Edition Monstrous Manual notes, “Because of the kobolds’ fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like small dogs yapping), these fell creatures are often not taken seriously.” The text goes on to say, “This is often a fatal mistake, for what they lack in sire and strength they make up in ferocity and tenacity.”
Perhaps the single defining feature of kobolds’ behavior is their fondness for traps—particularly traps that inflict a great deal of pain and torment. They’re skilled with mechanical contraptions, such as trip wires that loose crossbows or that drop caged scorpions upon intruders. They also excavate pit traps, plant hidden spikes, and make use of alchemical fire or acid to hurt and maim any who intrude on their lairs.
Perhaps the single defining feature of kobolds’ behavior is their fondness for traps—particularly traps that inflict a great deal of pain and torment. They’re skilled with mechanical contraptions, such as trip wires that loose crossbows or that drop caged scorpions upon intruders. They also excavate pit traps, plant hidden spikes, and make use of alchemical fire or acid to hurt and maim any who intrude on their lairs.
Source: http://www.wizards.com/dnd/Article.aspx?x=dnd/4wand/20120820
This paragraph kind of takes me back to the idea of OSR "Fantasy Fucking Vietnam". It kind of reminds me of the Vietcong. The Vietcong were local insurgents who had problems with the Saigon government and decided to assist North Vietnam. Individually they were probably skinny and protein deficient; being rather provincial they also tended to be most effective when working around the area where they grew up, whereas they could be less effective if they were operating outside of that area. It seems evident that the North Vietnamese government didn't value them too highly considering that they were almost all sacrificed during the Tet Offensive, after which the VC ceased to be an effective fighting force due to the massive losses.
At the same time they go down in history for their booby traps, especially "traps that inflict a great deal of pain and torment" like various types of spike traps with shit smeared on the spikes to cause infection and disease.
QUOTE
When they can’t find a dragon with which to live, kobolds use rats and weasels as pets and guardians. Like rats, they live in underground warrens with numerous chambers, each with a specialized purpose, and with traps throughout to ward off intrusions. Most of the tunnels in a kobold warren are too small for human-sized creatures to move through them easily.
Makes me think of North Vietnamese tunnel networks.
It might be a lot more interesting to recast kobolds as the enemies you never see. Maybe all they do is booby trap certain areas the party is going to be operating in, or wait until they can safely sabotage the party.
For example, let's say that the party decides to explore a dungeon and leave their horses at the mouth of the cave. In a situation like that if kobolds are active in the area and if the characters didn't safeguard the horses in some way, it's pretty much a given that the kobolds will kill and eat the horses or something. Then the characters will be stuck in the middle of the woods with hundreds of pounds of loot they can't carry. Stuff like that.
I think for this to work you need traps to actually be dangerous. In computer D&D there's the tendency for traps to do X HP of damage which becomes negligible with high level characters. You would want traps to cause CON damage or reduce DEX or something depending on the kind of injury caused.
And then in order to keep things fair, the DM could award EXP if the party succeeds in avoiding the various pitfalls laid by the kobolds. Otherwise it would just be a lot of risk with no EXP potential, if EXP is strictly related to killing things in combat.