Ogres As Characters

Scion- you really shouldn't have all of the races make the same point buy choices. The Ogre should buy at least a 12 Dex, maybe even a 14, and will eventually be able to get combat reflexes (especially with items that increase Dex). He can buy a 10 Wisdom, since he does not have a penalty in Wisdom (unlike the Orc). The half-ogre is immune to charm person, dominate person and the like, making him quite a bit less vulnerable to will save spells than a humanoid.

I assure you that if reach were a feat, every character would have it. The spiked chain takes a feat to use and has -2 dmg and a 1-step worse critical range than the greatsword (and, iirc, a couple of other minor benefits). Yet, it is not considered a vastly underpowered weapon.

Large size is an advantage on lots of combat maneuvers like trip, grapple, disarm, bull rush and pretty much everything else. Plus, your greatsword does an extra d6 damage. If you compare a ½ Ogre with a 3d6 Greatsword (and an extra feat like, say, Large and In Charge) to a ½ Orc with a 2d4 spiked chain, you see how the damage really adds up.

Additionally, an Orc has the daylight penalties. By the way, if class abilities were better than feats on average, the fighter would be a pretty obsolete class. In fact, unless you have some really good feats to get, it is less powerful past level 2 (the weapon specialization chain helps make up for this).

Additionally, you haven’t really looked at how abilities scale in D&D. The power granted by your base attack itself (for a constant attack bonus) is concave down, meaning that it is much more important to increase it when it is low (+5--+6 BaB is huge, +15-- +16 BaB is usually not). Also, without powerful prestige classes, the other class abilities granted by leveling tend to be concave down.

Your first rage a day is great, your fifth is often unnecessary. Damage reduction would actually be concave up in its power, except that enemy damage scales much, much faster than your damage reduction. Greater and Mighty Rages don’t have this problem- more Str is always good. Strength bonuses, in fact, are concave up, because they increase to hit and damage.

Hit point bonuses are more powerful than AC bonuses, but hit point bonuses are concave down, while AC bonuses are concave up. For example, if your character has 10 HP/level, +2 Con makes you take 1.1 times as many attacks before getting killed. +1 AC, on the other hand, will make you take 2 times as many attacks before getting killed if you are currently hit 10% of the time, or 1.055 times as many attacks before getting killed if you are currently hit 95% of the time.

When you have hardly any feats, getting an extra one is more important than when you have a ton (unless you have very synergistic feats, good feat chains, or really good high level feats, you probably took the best feats at lower levels).

I have seen DM_Matt’s ECL +1 half-ogre fighter 2/Barb 1 in action. At that early level, the character’s power has already overcome the +1 ECL by a substantial amount. Changing the half-Ogre to ECL +2 makes it much worse at the lower levels, but given enough levels, its benefits will eventually even out and possibly surpass other characters. We ended up changing the half-ogre to ECL +1 and 2 giant HD. Since I only saw this change in action for a very short time, I can’t comment too much about it.

Here’s an example using Con to show why there will not be parity between the half-ogre and non-ECL PCs (no matter what ECL you use). Suppose that I offered you +2 Con, but only for the purpose of hit points (so, +1 hp/level), or +1 hit dice. Which would you choose?

Hit dice and Con bonuses are both concave down. The marginal benefit of an extra hit dice (of barb) gives you, rounding up, 7+Con bonus HP. The marginal benefit of +2 Con is Hit Dice HP. So, if your hit dice > 7 + your Con bonus, increasing your Con is more valuable than getting another hit dice in terms of hit points. As your levels keep increasing, your Con score increases at a slower rate than your level. Eventually, the Con bonus will be more valuable than another hit dice.

Since the half-ogre starts with less hit dice, his +2 Con is worth almost nothing at this point. However, eventually his +2 Con will be worth more HP than the hit dice that he lost. This is most certainly not an even point when comparing characters. If you allow players to start at high levels, you will see a lot of half-ogres who take advantage of this. Even if a player took a character from 2nd/3rd -20th level as a half-ogre, there would usually be periods of imbalance, whether you used ECL +1 or ECL +2.

Edit- can't do math. Also can't type.
 
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Elric

XXX person spells are effectively a wash at low levels and a penalty at high levels, that was stated earlier.

same stats were chosen for everyone to compare as closely as possible, if you change the stats for each you merely move around the points each time and help to confuse the issue.

Reach is effectively a feat, a character can already get a 10' reach with a weapon that doesnt take a feat and also have a 5' reach weapon at the ready, plus have a buckler on, they will get the AOO from the 10' weapon, can drop it as a free action, and go about combat as normal.. without even a feat expenditure. As I also stated, at higher levels it is almost a nonissue.

Large size has both advantages and disadvantages. If you can maximise the advantages through feat use good. It means you are specializing even further. makes you worse at other things, ahh balance.. nice.. most of the things you mention are incredibly difficult to do against nonhumanoid races anyway, giving a pc the ability to actually do them at higher levels is a nice change.. so far this looks better and better.

The orc daylight penalties are only effective less than half of the time at worst and almost never at best. It is only a -1 penalty, and there is a cheap 1k magical item that negates this penalty, although it does impose a slight penalty to spot.

Yes, the fighter sucks, a lot. A whole lot. Huge suckage. Gigantic. I could keep going but I think you get the point ;) I've always made my stance clear on the fighter, and it is that as written he sucks. I've always given him spot and sense motive as skills on his skill list and upped his feats to one every level. This puts him more on par with others. Oh yeah, core fighter sucks, in case I didnt say it enough earlier..lol.. if you like I can give you a link to at least one of the threads that discusses it.

BAB needs to go up, the higher it is the sooner you can qualify for high level feats, use your power attack to greater effect, use expertise when needed, get multiple attacks (now there is a big one, neutrilizes the damage differential), and can be used for all of those combat manuevers you were talking about earlier.

5 rages per day, 10, 20.. entirely campaign dependent on how many are needed per day. Therefore we have to count raw numbers as the great equilizer. If you never need more than 1 rage in a given day then in your campaign wizards and sorcerers must be the end all and be all of everything. After all, they dont have to worry about resources. Which is their biggest limitation. Multiple fights in a day is where the fighter types shine. Also, if you use few to none then it ruins cool feats like the one that gives you more rages in a day. Perhaps he could even take a feat that burns rages in a day like clerics burn turning attempts? who knows.. so, again, we have to go by the raw numbers.

You get DR sooner and better without the LA, that extra 1 point of DR could mean 20+ hp in a given day.. unless you only have one encounter per day with one guy.. and then maybe it'll be something like 5.. or if you have 6 encounters with a few dozen lower level guys it may wind up being hundreds.. mmm.. good to have that higher dr

I am not sure where you are getting your numbers though.. as you increase in levels it almost invariably takes more hits to kill you. So the more hp you have the more hits it takes. I appreciate you working out some of them here, but I do think that they arent quite relevant :( I simply skipped the hp differential as unimportant, a difference of 8 hp is nice (almost 3 toughness feats.. oh dont get me started on toughness.. bah) but we were looking for bigger and badder things here.

Your next statement about feats though.. so you are trying to say that more feats is good.. and even though the human has 1 1/3 more feats this doesnt matter? I am confused.. are feats good or not? do they help you or not? can you use these feats to help overcome some/most of the above things you said make the halfogre great? sure, one at a time only of course, but still, it is there.

At that early level? you mean when he is one hit closer to being dead when at full hp than an equivalent character? Making it +2 makes him worthless at low levels.. and as my comparison above, still way behind at higher levels.. for the human vs halfogre.. 40 skill points???????? 40!!! this has to be significant somewhere in your calculations, it just has to be!


About your +hp thing not really sure what you are talking about, but then I changed toughness in my games to be +1hp/hd and goes up as you do. It has been really nice since I almost had one character take it! much better than before when it was considered a punishment.

More about the hp.. yes.. it is true, eventually the hp will increase to the point where they are equal. At least for the half-ogre vs the human. how about halfogre vs dwarf? no? you mean the dwarf will always be ahead.. cool! how about the gnome? you mean with the gnome their ac's are about equal as well? hmm.. something is obviously wrong.. ;)

The halfogre does go through shifts where he is good, bad, and ugly. But that is just how the system works, some characters will be more efficient at whatever they do than others. Some races work better at certain things than others. This is just how it goes. We have to look past that superficial potential in each and see where everything lies.

I think that my comparison above still holds. It only deals in numbers, I tried the approach of converting things to feats.. this of course is mostly nonesense but it does help show a little something, it just cant be taken completely seriously. I would've compared with dwarves but then people would just be complaining about how powerful the dwarf is anyway ;) so humans it was.

40 skill points? ahead in hp until level 20? missing two levels of ability? lower saves, missed a stat point, later feats.. all in all at +2 they just arent worth it.. sure if you min/max a bit (by changing around the stats) you can make him incredibly good at one thing. Bet you can guess what it is because he doesnt have any other options.

People say that the fighter is a good class because it has so many options. This guy has about 0 options. So even while I believe that the fighter sucks I can still use this comparison. The ogre is the melee specialist, incredibly so. In so doing he can do nothing else. If you put him at +2 he is not only 'not the best' at his specialty, but he also falls so far behind in anything else as to be almost useless most of the time. Keeping skills that are important at max rank is incredibly important.. that extra 10% chance of success could be the difference between life and death for at least one party member. This has to be taken into account.. 40 skill points.. that right there should shock someone.. hopefully.. anyone? shocked? 40????
 



My point about feats is the following: assume that no feats have prereqs, so there are no higher level feats. Also assume that feats don't have especially good interaction with each other (like Defensive Throw + Hold the Line + Great Throw). In other words, there aren't any good feat chains. Then, your character will get the best feats first and all of the feats that he has left will have a lower marginal value.

Changing the starting stats is important, since the half-ogre doesn't need wisdom as much as a humanoid, but can use Dex for combat reflexes, a feat that isn't worth it for most medium-sized fighters.

BaB is important, but the first iterative attack is more important than the second and so on. If you have +5 BaB and someone else has +6 there will be a large difference in your attack power. +10-+11, though, is much less of a jump.

My point with the Con example wasn't that this is the only important issue. It is just one example of how +EL races increase in power in a way that can be very different from PH race characters.

Rage really isn't that powerful in most fights, at least at levels 1-10. You don't want to rage against an easy fight anywhere near as much as a hard fight. You will lose more HP if you rage, and then you have to get healed afterwards. When you are fighting a big boss, though, rage becomes much better. My point is this: you will always use rage in a fight where it is very good. You don’t have that many “very good to rage” fights a day, though. So your extra rages will be used for “pretty good to rage” fights instead. DR does have nice synergy with rage, since it makes the AC penalty of rage translate into less spell slots from the cleric.

The point of the “harder to kill” calculations isn’t to imply that gaining levels makes you easier to kill :) I am just trying to show how some abilities having increasing returns to scale (AC) where the higher your AC is, the more you get out of each extra point of AC (against opponents who kill you with attack rolls). Con, on the other hand, has decreasing returns to scale—the higher your Con score is, the less you get out of each extra point of Con. It still makes you harder to kill! However, the benefit that you get from the next Con increase is not as much as the benefit that you got from the previous Con increase.
 

Fieari said:
Quick question. My only books right now are 3e PHB, DMG, and MM, and these are in electronic form (a friend gave me eTools for christmas, sans physical books). I haven't seen any rules on the subject of monster players looking through these books... where would I be able to find them?

In the unlikely event you're still reading this thread, I figured I'd answer this question. In the 3.0 DMG, ch. 2, there's a section called "Variant: Monsters as Races" on p. 22-24. As a variant, it's not in the online SRD.

However, those rules were transformed and altered throughout the 3.0 supplements. The 3.0 Forgotten Realms book had altered rules for experience. The 3.0 Savage Species book was noticeably different. Now the 3.5 Monster Manual has different rules again.

Personally I still use the 3.0 DMG and find it perfectly serviceable.
 

Scion said:
Sadly enough Giant has not been changed to Humanoid(Giant) yet.. maybe someday! for now giants are not humanoid.. makes sense right? didnt think so..lol

Right - "one humanoid creature" does not refer two "a creature with two legs, two arms, and one head", but "a creature with the type 'Humanoid'". A half-ogre has the type 'Giant', and is thus unaffected by Enlarge Person. Or Charm Person. Or Hold Person. Or Dominate Person.

If you want to make your Large Half-Ogre Barbarian into a Huge Half-Ogre Barbarian, you can go with a Ring of Growth (Savage Species, p54), or an Ioun Stone/Ring of Spell Storing containing Righteous Might.

-Hyp.
 

Scion said:
Like I said earlier, just because other +1's suck a lot doesnt mean that they all have to. Such as the tiefling and assimar, they are on the incredily low end of the +1 scale. They could easily be used as a +0 race, but a strong one. How much more powerful are they than dwarves after all? A little here and there, but still, incredibly weak as a +1. So the halfogre is on the stronger side of +1, or a very weak +2. Personally I'd rather just set a limit to how high a characters starting stat can be and move on. It is easier, and there shouldnt be any balance problems.

You can twist the numbers anyway you want, all day, but I still get a feeling you haven't really played in an actual game with a HOgre in it. I have. I'm really surprised anyone would claim them to be balanced at +1.

It's really that obvious if you use it in real play.
 

Numion said:
You can twist the numbers anyway you want, all day, but I still get a feeling you haven't really played in an actual game with a HOgre in it. I have. I'm really surprised anyone would claim them to be balanced at +1.

It's really that obvious if you use it in real play.

I agree with Numion, even though I haven't seen one in play. I think the comparison would become clearer if one compares a Half-Ogre with the PHB races at mid or higher levels. The difference in power level between a Half-Ogre Ftr1 and a Half-Orc Ftr2 is a lot less than between a Half-Ogre Ftr8 and a Half-Orc Ftr9.
 

Numion said:
You can twist the numbers anyway you want, all day,

Care to point out where I twisted any numbers? Otherwise this is just a blatant attack and hissy fit. I've only layed down the numbers above, and then talked about them. people have come in later to 'twist' what I meant, but that isnt relevant. Where did I twist anything?

Numion said:
but I still get a feeling you haven't really played in an actual game with a HOgre in it. I have. I'm really surprised anyone would claim them to be balanced at +1.

I have seen one in play, thanks for asking. I'm really surprised that people are still coming in here and saying such things. Just read what i said earlier. How much are these things worth? can you give better examples than what I have given above? Orc vs HalfOgre comes out pretty even at +1, and horribly so at +2.

[/QUOTE]
It's really that obvious if you use it in real play. [/QUOTE]

Ahh.. good.. more 'obvious' interpretations. Care to actually back this up with something?
 

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