Aldarc
Legend
Okay.I don't think so.
Okay.I don't think so.
So it is a false equivalence the say the default orc is evil just like the default zombie is evil because you don't have a spell to summon orcs, but you do for zombies? What kind of logic is that supposed to be?
So then, what does it mean when it says "Chaotic Evil" on the Orc statblock? Is it just a friendly suggestion?
Well, the designers wrote orcs as stupidly evil then. Not my fault, I'm just following RAW.
RAW for the spell tells us to look at the statblock, so we must take the statblock as written, no changes.
But, if we are just placing a monster in the world, then we are allowed to use the other rules in the Monster Manual?
Are you trying to be funny here, because that is just such a narrow view of the game I don't understand how you expect me to take that seriously.
False. Rules, you know, interact with each other. They don't exist in isolation If you don't know that, it explains your problems with this thread.If the rule exists for monsters to have different alignments, then it applies to all monsters, not just the ones that the PCs have no hand in.
And, if players have no ability to alter the default game, then why should the PCs assume good orcs when they come across a tribe of orcs?
They can't alter the default, the default is evil, so they are well within reason to treat the orcs as evil. They can't change it after all.
So how does this interact with the RAW that "Orcs aren’t interested in treaties, trade negotiations or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods. "
Rulings over rules(or in this case fluff), man. You get to decide how conflicts resolve. You are well within your rights to declare that orcs never make alliances and effectively remove half-orcs as a race and make them singular exceptions or say they don't exist at all.RAW is conflicting (I swear I argued that before....) and so which RAW should we follow? (I believe the last time this came up, I was told that the answer is to follow the default statblock in the Monster Manual, so the orcs will still be evil. Wonder if that still holds true)
Yeah. That's a pretty cool homebrew.A really good homebrew. I understand a bit more your position. To each his own I guess.
Orcs = Stupidly Evil.Well, the designers wrote orcs as stupidly evil then. Not my fault, I'm just following RAW.
Heh. They may not be bright, but they don't always attack everything on sight, either.Orcs = Stupidly Evil.
Yeah, sounds about right since forever - why mess with it now?![]()
Interesting take.Yuan-Ti in my setting are snake people because they contain the divine essence of snake gods. They have a complicated system of ritual cannibalism to concentrate the divine essense, leading to more snake-like individuals.
I've just never had it that most come from rape. I also have it more finely-tuned than just "half" - you can be anything from 1/8 to 7/8 Orc depending what you roll, and these "Part-Orcs" can reproduce just like anyone else. (thus, a child of a Human and a 5/8 Orc would be 2/8 Orc, I round the fractions down)The loss of half-orcs actually predates 5e. I had a player in 4e who really was uncomfortable that most half-orcs came from rape, so they asked me to change it.
My working assumption is that any PC Part-Orc has been raised in a civilized society, much like a Human. Full Orcs aren't available as PCs, and are generally more like the stereotypical "Stupidly Evil" seen in many places.I just kept the change as I moved, making orcs a much more reasonable race than they are normally presented.
I'm shocked nobody's looked at Half-Elves, unless they got hosed somehow in 5e.To date, I have not had anyone interested in half-elves, so none have existed. It isn't a question I'm terribly interested in, so I haven't considered the world-building too much. I do have a lot of "cross-breed" races when it comes to humans, so I might still allow them, but I'll have to change somethings around on the Orc end if I do.
Were I to have them in my game they'd be in effect Part-Dragons.Dragonborn were originally (in my first homebrew) formerly elves who messed around with dragon magic. There were then slave races and an ancient war, but I'm thinking for my new world of having them be the creations of dragons. They make kobolds as servants, dragonborn as soldiers and diplomats, ect. But I haven't fully decided on that yet.
I disagree with the last bit there.And yet, the black and white situation is where most players like their games. Most people do not want to question whether the bad guy is evil or not. They want actions. They do not want to feel cheap for killing the bad guy but they want to feel heroic. Gray areas are best for one shot adventures and scenarios.
A whole gray campaign is welcome once in a while. In my book this is considered a one shot that lasted 2 years. I did play Vampire, Werewolf and Cthuluh and there is enough gray in there to entertain those who like gray. As a player I love gray. Especially in Vampire the Masquerade. But as a DM, I prefer a Heroic style where good and evil are clear and easy to identify. Once in while there might be a villain that tries to pass as a good person but I often leave a few hints that it ain't so.I disagree with the last bit there.
There's tons of space for a non-heroic Game-of-Thrones style setting where pretty much everyone is gray if not outright evil, and the goals are furtherance of your own and-or family's aims along with sheer survival. Limiting that to a one-shot would be a colossal waste.![]()
You're not even making an effort to understand. LOL
First, not all fluff is a rule. Most of it isn't, really. Second, even if it was, I've proven that you aren't.
The spell specifically says to use the statblock, so to go outside of that isn't RAW with regard to the spell. I guess you aren't getting that the spell uses two different sets of rules. 1) The spell, and 2) Zombie stat block.
You aren't bound by the RAW of the Spell, so you can use the other rules in the MM for placement of encounters. If you use the spell, the spell RAW dictating the use of the statblock comes into play as well.
I guess I just have a better understanding of the rules than you do. No worries.
False. Rules, you know, interact with each other. They don't exist in isolation If you don't know that, it explains your problems with this thread.
I don't know. Why should they?
They can assume evil all they want. Being evil doesn't give you license to just hack them down, though. Do that without justification and you are evil, too.
Since that fluff isn't a rule, it's up to you the DM to decide.
Rulings over rules(or in this case fluff), man. You get to decide how conflicts resolve. You are well within your rights to declare that orcs never make alliances and effectively remove half-orcs as a race and make them singular exceptions or say they don't exist at all.
A really good homebrew. I understand a bit more your position. To each his own I guess.
Yeah. That's a pretty cool homebrew.
Interesting take.![]()
I've just never had it that most come from rape. I also have it more finely-tuned than just "half" - you can be anything from 1/8 to 7/8 Orc depending what you roll, and these "Part-Orcs" can reproduce just like anyone else. (thus, a child of a Human and a 5/8 Orc would be 2/8 Orc, I round the fractions down)
I also have them as monotheistic - it's a might-makes-right culture and Gruumsh killed off all their other deities.![]()
I'm shocked nobody's looked at Half-Elves, unless they got hosed somehow in 5e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.