Half-orcs and why people think they are/aren't powerful

Terath Ninir

Yog Sothoth loves you
On this board and others, there have been a number of fights over half-orcs, with some people violently proclaiming them wonderful or even over-powered, and others proclaiming them weak and useless, with very few people (at least amongst those who post) anywhere in the middle.

Now, the usual explenation of why people have such opposite opinions is playing style. If you dungeon crawl, half-orcs are great; if you do city-based adventures with lots of diplomacy, they suck. I've never found this explenation satisfactory. I'm a power-gamer, sometimes a munchkin, and I would *never* play a half-orc.

I think I've found the real explenation, though. After many an argument, it suddenly occured to me that there was a real difference between the two camps of half-orc haters and half-orc likers: how they generate ability scores.

If you create characters by point buy, the half-orcs bonus is more important than its penalties. The system is skewed in such a way that it's almost impossible, even under the most generous allotment of points, to start out with an ability score of 18. Even a 16 is very high. Thus, the +2 Str bonus of the half-orc is very, very attractive. You can buy a Str of 16 and get it up to 18 -- which is about the only way you'll have a starting character with a Str score that high.

On the other end, even with two penalties, the half-orc isn't that weakened. The absolute worst Int and Cha scores you can have is 6. Buying a score up to 12 only costs 4 points each, so for 8 points you can have no penalties whatsover. Or you can just spend 4 to remove the Int penalty. While it does eat up some points to compensate, it's not that bad.

However, if you create characters with dice rolling, scores of 18 are not uncommon. Let's face it: if you're rolling dice to generate ability scores, it's highly likely that you're not just going to roll 4d6 six times. You're probably going to do that several times until you get a "decent" character -- and you're probably not cheating, either. Your DM is highly likely to be going along with you. For dice-rolled characters, scores of 18 are not all that uncommon. It's kind of expected, really. So getting an 18 Str score is really not all that special. And, while it's kind of nice to have a 20 Str, it doesn't mean as much under this system. It's not nearly as hard to get or as special.

The flip side of dice rolling is that your minimum scores are 3, not 6, which is a HUGE difference. If you roll up a character that is 18 18 15 14 6 4, you're probably going to keep it. But those penalties are going to really, really, really hurt now. You won't just be somewhat dumb and uncharismatic -- you're utterly hopeless. You can compensate for one penalty, but two is much tougher.

So that, I think, is why some people think half-orcs are fine, and others think they suck. If you use the official character generation method, their penalties outweigh their benefits. If you use the optional non-standard method, their bonus outweighs even two penalties.

So. What do y'all think of my analysis?
 

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:eek:

SHHHHHHH!!!!!!!!!

You're not supposed to *NOTICE* that!

They're *all* right! Everyone's right! And the other ones need to DIEEEEEE!!!

I think you've hit the nail on the head, here. My group hates the PHB 1/2 orc mods, and we roll like madmen when we generate stats. Good show! :p
 

Your argument is sound, however we roll 4d6 6 times (and only 6 times), have a rp heavy campaign, and half orc is still a good choice.
 


I'm a roller who loves half-orcs for tanks.

That +1 to hit makes all the difference in the world at low level, and you get a bonus +1 to damage on top of that.

Not to mention it gets you to Str: 22 that much faster, and from 21 to 22 you go from +7 damage to +9 damage with two handed weapons.

To me that one point of damage and to hit is at least equal to some crafting skills and a bonus against a few monsters.

That being said, you have a really good point, and I think that were I to ever play a tank with point buy you can be assured that I would play a half-orc, even over my normal human tank.

--Procrastinating Spikey
 

Well, the idea is that the +2 STR was going to naturally lend itself to warriors who have little use for INT and CHA anyway. But I think you're onto something vis-a-vis rolling. Our group uses point buy and I've always been a little mystified by the "1/2 orks r teh suk" threads.

That being said, I think they deserve a +2 racial bonus to hit points. Half-Orcs having the same number of starting hit points as a halfling of the same class is just silly.
 

welby said:
Your argument is sound, however we roll 4d6 6 times (and only 6 times), have a rp heavy campaign, and half orc is still a good choice.

I strongly suspect that has more to do with you and your group being skilled players than the strength of the half-orc as a race. :)

Spikey: I can see your points, but the benefits are not *as* good as they are in point buy. The percentage difference between a +7 two-handed damage and +9 two-handed damage is much less than the difference between +4 and +6 (for 16 and 18 Str, respectively). Yeah, it makes a difference, but not nearly as much. The bonus is *nice*, but in point buy, it is much, much larger.


I'm not saying my arguments are absolute or apply to everyone. I do think that it explains a lot of the flame wars, though: many people were talking about very different situations and didn't realize it.
 

BiggusGeekus said:
That being said, I think they deserve a +2 racial bonus to hit points. Half-Orcs having the same number of starting hit points as a halfling of the same class is just silly.

That is an idea I haven't heard of before. I think I will yoink it immediately. :) That right there (plus actually speaking civily with Spikey) makes this thread worth it right there.
 

The bonus to Str is nice. Really, it is.

But thats it. The bonus to Con that Dwarves get is really nice too. And thats it....

Oh, wait, no it's not. Dwarves get all sorts of other stuff, some marginally useful (+1 to hit orcs and goblins, +4 dodge bonus vs giants) and some really useful (+2 to saves vs. spells and spell like abilities). Yeah sure, maybe Str is worth more than Con... but Half-Orc pays for its bonus with a penalty to two abilities rather than one, so that evens out.


Oh, they both have darkvision.


Bottom line, if you really want a high Str character - I mean ya gotta have the highest Str - then Half-Orc is the way to go. Hands down. But just because they are the most optimized to high Str does not mean that they are balanced overall against the other races.
 

BiggusGeekus said:
That being said, I think they deserve a +2 racial bonus to hit points. Half-Orcs having the same number of starting hit points as a halfling of the same class is just silly.

I've been contemplating a few different things. One is giving half-orcs Endurance.

The other is "eat anything." Basically, orcs & half-orcs can consume any as-yet undigested organic material that is not explicitly poisonous or a hardness equal to or greater than wood that expresses mechanically as a reduced difficulty for finding food & water using Survival.
 

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