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Fixing the Half Orc ('cause they're broken)
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<blockquote data-quote="Thia Halmades" data-source="post: 2629796" data-attributes="member: 35863"><p>Sorry, Scent was my fault (edited 11:17am) it should read "Have the option." I would agree with you, that would be unbalancing. Moo, moo moo. (That was me. My bad.)</p><p></p><p>To continue; compared to the original build they get +2 INT, yes, but across the board, it's unfair to gimp both Arcane casting options; further, I don't like pidgeon holing characters who are going to be using skills constantly into low-skill (or less skillful) characters than they may have had otherwise. Granted, -2 CHA isn't the most debilitating thing in the world, but there are 3 classes all of which use it as a primary trait, so I considered it sufficient.</p><p></p><p>Second, Elves start with all kinds of insanity, easily making them the proto-typical "best" race in the game (I have five players in this campaign; three were built as Elves). Humans follow a close second, again, I run a skill-heavy game, so rolling dice for those is vital. I have ONE Half-Orc, and that's only because he's playing a campaign specific subrace that went well with the story, and ironically, is playing a Ninja. Go fig.</p><p></p><p>My original fix was overpowering, keeping the original PHB stat block and adding +2 CON, because I just don't agree with any race winding up with more points than another one. Playing a Half-Orc automatically costs a player two attribute points, and four skill points, plus one per level. That just didn't sit well with me; it made it unbalanced against the player. No other race hands out that significant a penalty, and yes, +2 STR is fine, but that's all the racial package was good for.</p><p></p><p>So I dumped the +2 CON in favor of Endurance (auto-upgrade to Die-Hard if applicable by class) and gave them the Scent Feat option. The text I copied was from an original email I sent out a few months ago, and I'd totally forgotten that I hadn't updated it, and went with it.</p><p></p><p>Granting them Ork weapons as Martial isn't all that extreme; the weapons aren't 'fantastic' to the point where they unbalance a game, and the Dwarves have the same ability; they treat Dwarven Urgosh's and Hammers as martial weapons. Granted, we assume that they're raised in Dwarven culture, but if they weren't, would you deny a player the option of writing in the reason they get it, or would you simply take it out?</p><p></p><p>Lastly, in my campaign the Ork race this build is using as background isn't pig-snouted and evil, I use Orog's for that. These are tribal folk who aren't cannon fodder for PCs, so that's a bit of background that may further clarify where that comes from. However, I submit that if the Orcs are advanced enough to have their own weapons culture, it would make sense that those weapons are available and that they're built with Orcs in mind. They're still martial, but I don't see how granting a Half-Orc Fighter access to racial weaponry is unbalancing. But that's why I put up the thread.</p><p></p><p>LCpt. Thia Halmades</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2629796, member: 35863"] Sorry, Scent was my fault (edited 11:17am) it should read "Have the option." I would agree with you, that would be unbalancing. Moo, moo moo. (That was me. My bad.) To continue; compared to the original build they get +2 INT, yes, but across the board, it's unfair to gimp both Arcane casting options; further, I don't like pidgeon holing characters who are going to be using skills constantly into low-skill (or less skillful) characters than they may have had otherwise. Granted, -2 CHA isn't the most debilitating thing in the world, but there are 3 classes all of which use it as a primary trait, so I considered it sufficient. Second, Elves start with all kinds of insanity, easily making them the proto-typical "best" race in the game (I have five players in this campaign; three were built as Elves). Humans follow a close second, again, I run a skill-heavy game, so rolling dice for those is vital. I have ONE Half-Orc, and that's only because he's playing a campaign specific subrace that went well with the story, and ironically, is playing a Ninja. Go fig. My original fix was overpowering, keeping the original PHB stat block and adding +2 CON, because I just don't agree with any race winding up with more points than another one. Playing a Half-Orc automatically costs a player two attribute points, and four skill points, plus one per level. That just didn't sit well with me; it made it unbalanced against the player. No other race hands out that significant a penalty, and yes, +2 STR is fine, but that's all the racial package was good for. So I dumped the +2 CON in favor of Endurance (auto-upgrade to Die-Hard if applicable by class) and gave them the Scent Feat option. The text I copied was from an original email I sent out a few months ago, and I'd totally forgotten that I hadn't updated it, and went with it. Granting them Ork weapons as Martial isn't all that extreme; the weapons aren't 'fantastic' to the point where they unbalance a game, and the Dwarves have the same ability; they treat Dwarven Urgosh's and Hammers as martial weapons. Granted, we assume that they're raised in Dwarven culture, but if they weren't, would you deny a player the option of writing in the reason they get it, or would you simply take it out? Lastly, in my campaign the Ork race this build is using as background isn't pig-snouted and evil, I use Orog's for that. These are tribal folk who aren't cannon fodder for PCs, so that's a bit of background that may further clarify where that comes from. However, I submit that if the Orcs are advanced enough to have their own weapons culture, it would make sense that those weapons are available and that they're built with Orcs in mind. They're still martial, but I don't see how granting a Half-Orc Fighter access to racial weaponry is unbalancing. But that's why I put up the thread. LCpt. Thia Halmades [/QUOTE]
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