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does anyone else think half-orcs get gypped?
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<blockquote data-quote="KarinsDad" data-source="post: 3259605" data-attributes="member: 2011"><p>You are correct except for your percentages.</p><p></p><p>The extra damage (1 to 4 points circumstance depending) occurs on every successful hit.</p><p></p><p>At low level, that tends to be about 50% of the time for combatant types. At real high levels, that tends to be about 95% of the time (assuming no miss chance) for single attacks and AoOs, but multiple times PER ROUND on full round attacks.</p><p></p><p>One would still have to multiple this by the percentage of rounds in which an attack can actually occur (maybe 90%), but it is still a high percentage of rounds where progress is being made.</p><p></p><p>The metric is still a lot better than 1% to 9% of rounds of saving against a spell where the Dwarf would not have saved anyway.</p><p></p><p></p><p>As to whether it only helps if the baddie drops, this is totally debatable and campaign dependent. In our campaigns, baddies often run away if they get too injured (DM discretion) or if too many of their allies fall. Or, the extra damage from the Half-Orc might mean that when the Wizard does Scorching Ray, it does make a baddie drop whereas he would not have dropped from the spell without the extra damage. Extra damage can also cause enemy Divine casters to cast cure spells instead of more offensive ones.</p><p></p><p>Even making one opponent per combat drop one round earlier due to the extra damage saves party resources and hastens the end of battles. And, this tends to occur nearly every combat.</p><p></p><p>Extra damage also means a lot when an opponent has Damage Reduction and again, it would mean this every successful attack which can easily be multiple attacks per round, even at lower levels with AoOs (and with multiple attacks and Haste at higher levels).</p><p></p><p>An extra trickle against the opposition (above and beyond more normal melee damage) most rounds as opposed to stopping a flood from the opposition (i.e. a save versus a typically more potent spell) once in a rare blue moon. The extra trickle allows the Half-Orc to survive when others would not. The once in a blue moon extra saves of the Dwarf is going to happen as well, but it just won't happen enough times to seriously conserve party resources and assist in more everyday survival (i.e. most days, it won't come into play at all) as often as the Half-Orc damage trickle.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3259605, member: 2011"] You are correct except for your percentages. The extra damage (1 to 4 points circumstance depending) occurs on every successful hit. At low level, that tends to be about 50% of the time for combatant types. At real high levels, that tends to be about 95% of the time (assuming no miss chance) for single attacks and AoOs, but multiple times PER ROUND on full round attacks. One would still have to multiple this by the percentage of rounds in which an attack can actually occur (maybe 90%), but it is still a high percentage of rounds where progress is being made. The metric is still a lot better than 1% to 9% of rounds of saving against a spell where the Dwarf would not have saved anyway. As to whether it only helps if the baddie drops, this is totally debatable and campaign dependent. In our campaigns, baddies often run away if they get too injured (DM discretion) or if too many of their allies fall. Or, the extra damage from the Half-Orc might mean that when the Wizard does Scorching Ray, it does make a baddie drop whereas he would not have dropped from the spell without the extra damage. Extra damage can also cause enemy Divine casters to cast cure spells instead of more offensive ones. Even making one opponent per combat drop one round earlier due to the extra damage saves party resources and hastens the end of battles. And, this tends to occur nearly every combat. Extra damage also means a lot when an opponent has Damage Reduction and again, it would mean this every successful attack which can easily be multiple attacks per round, even at lower levels with AoOs (and with multiple attacks and Haste at higher levels). An extra trickle against the opposition (above and beyond more normal melee damage) most rounds as opposed to stopping a flood from the opposition (i.e. a save versus a typically more potent spell) once in a rare blue moon. The extra trickle allows the Half-Orc to survive when others would not. The once in a blue moon extra saves of the Dwarf is going to happen as well, but it just won't happen enough times to seriously conserve party resources and assist in more everyday survival (i.e. most days, it won't come into play at all) as often as the Half-Orc damage trickle. [/QUOTE]
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Community
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does anyone else think half-orcs get gypped?
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