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Help with a homebrewed 1/2 Ogre
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<blockquote data-quote="Spatzimaus" data-source="post: 3177215" data-attributes="member: 3051"><p>It's not bad. Arkhandus' point about the INT/CHA penalties is valid under the core rules, since a low CHA doesn't hurt most classes. But IMC we added a house rule that made those penalties actually HURT. Specifically:</p><p></p><p>The stat bonus to your Fortitude save is (STR bonus + CON bonus)/2; your ability to overcome debilitating effects is as much about your muscle tone as it is your raw durability. Likewise, Reflex is INT and DEX (dex lets you dodge the fireball, int tells you which way to dodge), and Will is WIS and CHA.</p><p></p><p>So, under that system, trading the -2 DEX for a -2 INT, -2 CHA would actually be okay. The only other suggestion I'd make is to drop Toughness and replace it with something more interesting; heck, even Endurance would be an improvement.</p><p></p><p>---------</p><p></p><p>The core problem, though, is that it's an LA+1 race, and any positive level adjustments hurts mostly in spellcasting and skills, both of which this race seems designed to ignore. Now, IMC we made an ECL+0 Half-Ogre. It ended up being somewhat similar to the Half-Giant (not inspired by, we made our Half-Ogre first), but with these changes:</p><p>> The stats were STR +4, DEX -2, CON +2, INT -2, WIS -2, CHA -4 (theoretically balanced, and while a -2 can sometimes be ignored, a -4 just can't.)</p><p>> No fire bonus, no psionic abilities</p><p>> Darkvision, not low-light. (Ogres have both.)</p><p>> Favored Class: None (and yes, this DOES hurt.)</p><p>> Powerful Build is cut in half; that is, if being Large gave you a +4 bonus to grapple checks, the Half-Ogre gets +2. And instead of using weapons as if they were a size larger, Half-Ogres just use the "plus-size" weapons like Bastard Swords and Dwarven Waraxes as if they were martial weapons (i.e., instead of a 1d8 Longsword, he could use a 1d10 Bastard Sword). All equipment is 50% heavier (and more expensive), but carrying capacity increases 50%.</p><p>> Half-Ogres are subject to anything that would affect humanoids OR giants. So, <em>charm person</em> works on them, and so do the various racial bonuses vs. Giants. This really, <strong>really</strong> hurts.</p><p>> To help offset some of this, they got 2 points of Natural Armor and the Endurance feat. This was actually meant to mimic the extra d10 hit die the race got under AD&D.</p><p>> +4 to Intimidate, -2 to any other "social" skill (Gather Information, Perform, etc.)</p><p></p><p>It was a bit on the strong side, although we also boosted the other races slightly (Half-Ogres got both Darkvision and Low-Light vision AND could get Limited Scent as a Feat, for instance), so it worked out fine. One player went Half-Ogre Ranger/Horizon Walker, for instance. The point is, by keeping it LA+0 through big drawbacks, skills and spells were still just viable enough to want to keep the mental stats from being dumped.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3177215, member: 3051"] It's not bad. Arkhandus' point about the INT/CHA penalties is valid under the core rules, since a low CHA doesn't hurt most classes. But IMC we added a house rule that made those penalties actually HURT. Specifically: The stat bonus to your Fortitude save is (STR bonus + CON bonus)/2; your ability to overcome debilitating effects is as much about your muscle tone as it is your raw durability. Likewise, Reflex is INT and DEX (dex lets you dodge the fireball, int tells you which way to dodge), and Will is WIS and CHA. So, under that system, trading the -2 DEX for a -2 INT, -2 CHA would actually be okay. The only other suggestion I'd make is to drop Toughness and replace it with something more interesting; heck, even Endurance would be an improvement. --------- The core problem, though, is that it's an LA+1 race, and any positive level adjustments hurts mostly in spellcasting and skills, both of which this race seems designed to ignore. Now, IMC we made an ECL+0 Half-Ogre. It ended up being somewhat similar to the Half-Giant (not inspired by, we made our Half-Ogre first), but with these changes: > The stats were STR +4, DEX -2, CON +2, INT -2, WIS -2, CHA -4 (theoretically balanced, and while a -2 can sometimes be ignored, a -4 just can't.) > No fire bonus, no psionic abilities > Darkvision, not low-light. (Ogres have both.) > Favored Class: None (and yes, this DOES hurt.) > Powerful Build is cut in half; that is, if being Large gave you a +4 bonus to grapple checks, the Half-Ogre gets +2. And instead of using weapons as if they were a size larger, Half-Ogres just use the "plus-size" weapons like Bastard Swords and Dwarven Waraxes as if they were martial weapons (i.e., instead of a 1d8 Longsword, he could use a 1d10 Bastard Sword). All equipment is 50% heavier (and more expensive), but carrying capacity increases 50%. > Half-Ogres are subject to anything that would affect humanoids OR giants. So, [i]charm person[/i] works on them, and so do the various racial bonuses vs. Giants. This really, [b]really[/b] hurts. > To help offset some of this, they got 2 points of Natural Armor and the Endurance feat. This was actually meant to mimic the extra d10 hit die the race got under AD&D. > +4 to Intimidate, -2 to any other "social" skill (Gather Information, Perform, etc.) It was a bit on the strong side, although we also boosted the other races slightly (Half-Ogres got both Darkvision and Low-Light vision AND could get Limited Scent as a Feat, for instance), so it worked out fine. One player went Half-Ogre Ranger/Horizon Walker, for instance. The point is, by keeping it LA+0 through big drawbacks, skills and spells were still just viable enough to want to keep the mental stats from being dumped. [/QUOTE]
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