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General Tabletop Discussion
*Pathfinder & Starfinder
does anyone else think half-orcs get gypped?
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<blockquote data-quote="Enforcer" data-source="post: 3249406" data-attributes="member: 396"><p>Right...I said that already.</p><p></p><p>If the Swashbuckler or Scout wants to do more damage, of course Strength is useful. Who cares how well you can hit with Weapon Finesse if the guy you're hitting doesn't care? They're not going to turn down a higher Strength if they can get it. And Swashbucklers need one stat for to hit, another for damage (and only after level 3). Strength-focused melee guys need just one stat for both.</p><p></p><p></p><p>Never played 1e, actually, and even if I did it wouldn't make the above relevant in the least. Your argument makes no sense, however, 18/00 gives a +3 hit and +6 damage (at least in Baldur's Gate--I'm assuming it was the same in 1e). An 18 Str in 3.5 gives a +4/+4...or a +4/+6 with a two-hander. Pretty much the same one-handed (and in 3.5 Str 18 is even better two-handed than 18/00 in 1e!), but according to you that's godly. A Half-Orc with a Str 20 is even better than your godly 18/00.</p><p></p><p></p><p>Skill ranks will beat Cha modifier every time...even with a Cha 6 you can still get a +2 Intimidate at level 1. And note I advocated an Intimidate bonus above.</p><p></p><p>Anyone who chooses Fighter for their skill points is making a bad decision to begin with... Also, you get a minimum of 1 skill point/level no matter what your Int is, so I don't understand the 0 skill points thing. </p><p></p><p></p><p>I agree with Con being good for all classes. It's not the most important in the game, as you yourself stated when talking about mental stats for casters... Con, like other stats, is situational. And I would argue that Con is less important for high HD classes than it is for puny Wizards and the like. I'm not arguing that Half-Orcs are better than Dwarves for all classes. I never have, and never will, 'cause it just ain't true. I'm arguing that Half-Orcs are better than Dwarves for melee characters and they're much better for Barbarians.</p><p></p><p></p><p>I've gone over Intimidate (ranks trump stat every time) and the 0 skill point rules error you've made. Barbarians can't use Combat Expertise while raging anyways, and yes, their Int penalty makes that line of feats hard to get. Just like halflings and gnomes generally don't get the Power Attack line of feats.</p><p></p><p>However, your argument that Half-Orcs don't make great Barbarians and Fighters is just silly. Those classes have one job (and no, it isn't skill points), and that's dealing the melee damage and surviving hits if anyone manages to live through round 1 with Thog the Half-Orc. Half-Orcs have the clear advantage in the damage category. They indisputably do more melee damage than any other race. With Power Attack they're downright vicious--again, +4 damage at level 1 with Power Attack with the same chance to hit as the non-Power Attack human or dwarf, and they'll continue to be better through level 20.</p><p></p><p>As for taking the hits, with a d10 or d12 hit die, they're perfectly fine-.</p><p></p><p></p><p>Thog crush puny kobolds. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Enforcer, post: 3249406, member: 396"] Right...I said that already. If the Swashbuckler or Scout wants to do more damage, of course Strength is useful. Who cares how well you can hit with Weapon Finesse if the guy you're hitting doesn't care? They're not going to turn down a higher Strength if they can get it. And Swashbucklers need one stat for to hit, another for damage (and only after level 3). Strength-focused melee guys need just one stat for both. Never played 1e, actually, and even if I did it wouldn't make the above relevant in the least. Your argument makes no sense, however, 18/00 gives a +3 hit and +6 damage (at least in Baldur's Gate--I'm assuming it was the same in 1e). An 18 Str in 3.5 gives a +4/+4...or a +4/+6 with a two-hander. Pretty much the same one-handed (and in 3.5 Str 18 is even better two-handed than 18/00 in 1e!), but according to you that's godly. A Half-Orc with a Str 20 is even better than your godly 18/00. Skill ranks will beat Cha modifier every time...even with a Cha 6 you can still get a +2 Intimidate at level 1. And note I advocated an Intimidate bonus above. Anyone who chooses Fighter for their skill points is making a bad decision to begin with... Also, you get a minimum of 1 skill point/level no matter what your Int is, so I don't understand the 0 skill points thing. I agree with Con being good for all classes. It's not the most important in the game, as you yourself stated when talking about mental stats for casters... Con, like other stats, is situational. And I would argue that Con is less important for high HD classes than it is for puny Wizards and the like. I'm not arguing that Half-Orcs are better than Dwarves for all classes. I never have, and never will, 'cause it just ain't true. I'm arguing that Half-Orcs are better than Dwarves for melee characters and they're much better for Barbarians. I've gone over Intimidate (ranks trump stat every time) and the 0 skill point rules error you've made. Barbarians can't use Combat Expertise while raging anyways, and yes, their Int penalty makes that line of feats hard to get. Just like halflings and gnomes generally don't get the Power Attack line of feats. However, your argument that Half-Orcs don't make great Barbarians and Fighters is just silly. Those classes have one job (and no, it isn't skill points), and that's dealing the melee damage and surviving hits if anyone manages to live through round 1 with Thog the Half-Orc. Half-Orcs have the clear advantage in the damage category. They indisputably do more melee damage than any other race. With Power Attack they're downright vicious--again, +4 damage at level 1 with Power Attack with the same chance to hit as the non-Power Attack human or dwarf, and they'll continue to be better through level 20. As for taking the hits, with a d10 or d12 hit die, they're perfectly fine-. Thog crush puny kobolds. :) [/QUOTE]
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does anyone else think half-orcs get gypped?
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