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Orc Blood and Double Axe
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<blockquote data-quote="Feldspar" data-source="post: 2001039" data-attributes="member: 20450"><p>You'd have to add something extra like those proficiencies for the orc raised ones or else their abilities would be a subset of those raised by humans and that wouldn't be fair.</p><p></p><p>And as far as filling niches goes, a Dwarf will cover anything anything the human can't. Compare a Dwarf warrior type to a half-Orc: both have Darkvision, both move 20 ft in medium or heavy armor, +2 Con is almost as good as +2 Str and the Dwarf gets a ton of other goodies. We've actually made a tweak to tone down Dwarves a bit in our campaign.</p><p></p><p>We've modified the PHB weapons table a little, but the only new racial weapon we've added is a Gnome Battlepick thats a 1 handed EWP in the same manner as the Bastard Sword: Battlepick, gnome 30 gp 1d6 1d8 x4 8 lb. Piercing</p><p></p><p>So, we haven't had to add any familiarities to elves and have found humans to be good enough as is. Here's the houserule section we have for races:</p><p><strong>bold</strong> text is new</p><p><em>italicized</em> text is commentary on the change</p><p></p><p><span style="font-size: 15px">DWARVES</span> <ul> <li data-xf-list-type="ul">+2 Constitution, –2 <strong>Dexterity; Dwarves are stout and strong but tend to lack flexibility and grace.</strong> <em>I have a harder time picturing a Dwarf as a cat burglar (scaling walls, tumbling, picking pockets) or swashbuckling fencer than I do as war chanting bard, sorcerer, paladin or diplomat. It also takes their combat ability down a needed peg.</em></li> <li data-xf-list-type="ul">Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. <strong>A Strength score of 13+, as per the Exotic Weapon Proficiency feat, is required to wield a dwarven waraxe in one hand.</strong> <em>You may not have to spend the feat, but wielding a waraxe one handed should remain the mark of a hero.</em></li> </ul><p><span style="font-size: 15px">GNOMES</span> <ul> <li data-xf-list-type="ul">Weapon Familiarity: Gnomes may treat <strong>gnome battlepicks and</strong> gnome hooked hammers as martial weapons rather than exotic weapons. <strong>A Strength score of 13+, as per the Exotic Weapon Proficiency feat, is required to wield a gnome battlepick in one hand.</strong> <em>You may not have to spend the feat, but wielding a battlepick one handed should remain the mark of a hero.</em></li> </ul><p><span style="font-size: 15px">HALF-ORCS</span> <ul> <li data-xf-list-type="ul"><strong>+2 racial bonus on Intimidate and Sense Motive checks: Half-orcs are not readily accepted among any race; Half-orcs must quickly learn how to identify allies and discourage challengers in order to survive.</strong></li> <li data-xf-list-type="ul"><strong>Weapon Affinity: Combining the natural aggressiveness and combative nature of orcs with humankinds adaptability and quick learning has produced a race which takes to weapon play like no other. Half-orcs may choose one of the following:<br /> <ul> <li data-xf-list-type="ul">Simple: may consider themselves proficient with all simple weapons</li> <li data-xf-list-type="ul">Martial: may treat any martial weapon as if it were a simple weapon</li> <li data-xf-list-type="ul">Exotic: may treat one chosen exotic weapon as if it were a martial weapon</li> </ul></strong></li> </ul><p></p><p>I think this new version takes care of any of the cultural issues and instead bases it on a fusion of racial characteristics. So the single class half-orc wizard would only be able to get benefit from taking the Weapon Affinity: Simple. As a wizard they've only had the most rudimentary combat training, yet they have no problems using such simple weapons as longspears and maces. A thuggish half-orc rogue forgets about trying to fence prettily and instead just bashes his opponent with a greataxe, taking advantage of his natural strength and his choice of Weapon Affinity: Martial. The half-orc ranger who is planning to go with the two weapon fighting track eagerly selects Weapon Affinity: orc double axe. </p><p></p><p>Players may choose any of the options, regardless of what their first class will be; it just might not be useable. For example, a player could select Weapon Affinity: spiked chain and then start as a thief. They would not be able to use the chain as a rogue, but if they later gained a level in a class which gave proficiency in all martial weapons then they would be able to.</p><p></p><p>Well besides being quite the thread-jack, what do y'all think?</p></blockquote><p></p>
[QUOTE="Feldspar, post: 2001039, member: 20450"] You'd have to add something extra like those proficiencies for the orc raised ones or else their abilities would be a subset of those raised by humans and that wouldn't be fair. And as far as filling niches goes, a Dwarf will cover anything anything the human can't. Compare a Dwarf warrior type to a half-Orc: both have Darkvision, both move 20 ft in medium or heavy armor, +2 Con is almost as good as +2 Str and the Dwarf gets a ton of other goodies. We've actually made a tweak to tone down Dwarves a bit in our campaign. We've modified the PHB weapons table a little, but the only new racial weapon we've added is a Gnome Battlepick thats a 1 handed EWP in the same manner as the Bastard Sword: Battlepick, gnome 30 gp 1d6 1d8 x4 8 lb. Piercing So, we haven't had to add any familiarities to elves and have found humans to be good enough as is. Here's the houserule section we have for races: [B]bold[/B] text is new [I]italicized[/I] text is commentary on the change [SIZE=4]DWARVES[/SIZE][list] [*]+2 Constitution, –2 [B]Dexterity; Dwarves are stout and strong but tend to lack flexibility and grace.[/B] [I]I have a harder time picturing a Dwarf as a cat burglar (scaling walls, tumbling, picking pockets) or swashbuckling fencer than I do as war chanting bard, sorcerer, paladin or diplomat. It also takes their combat ability down a needed peg.[/I] [*]Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. [B]A Strength score of 13+, as per the Exotic Weapon Proficiency feat, is required to wield a dwarven waraxe in one hand.[/B] [I]You may not have to spend the feat, but wielding a waraxe one handed should remain the mark of a hero.[/I][/list] [SIZE=4]GNOMES[/SIZE][list] [*]Weapon Familiarity: Gnomes may treat [B]gnome battlepicks and[/B] gnome hooked hammers as martial weapons rather than exotic weapons. [B]A Strength score of 13+, as per the Exotic Weapon Proficiency feat, is required to wield a gnome battlepick in one hand.[/B] [I]You may not have to spend the feat, but wielding a battlepick one handed should remain the mark of a hero.[/I][/list] [SIZE=4]HALF-ORCS[/SIZE][list] [*][B]+2 racial bonus on Intimidate and Sense Motive checks: Half-orcs are not readily accepted among any race; Half-orcs must quickly learn how to identify allies and discourage challengers in order to survive.[/B] [*][b]Weapon Affinity: Combining the natural aggressiveness and combative nature of orcs with humankinds adaptability and quick learning has produced a race which takes to weapon play like no other. Half-orcs may choose one of the following: [LIST][*]Simple: may consider themselves proficient with all simple weapons [*]Martial: may treat any martial weapon as if it were a simple weapon [*]Exotic: may treat one chosen exotic weapon as if it were a martial weapon[/list][/b] [/list] I think this new version takes care of any of the cultural issues and instead bases it on a fusion of racial characteristics. So the single class half-orc wizard would only be able to get benefit from taking the Weapon Affinity: Simple. As a wizard they've only had the most rudimentary combat training, yet they have no problems using such simple weapons as longspears and maces. A thuggish half-orc rogue forgets about trying to fence prettily and instead just bashes his opponent with a greataxe, taking advantage of his natural strength and his choice of Weapon Affinity: Martial. The half-orc ranger who is planning to go with the two weapon fighting track eagerly selects Weapon Affinity: orc double axe. Players may choose any of the options, regardless of what their first class will be; it just might not be useable. For example, a player could select Weapon Affinity: spiked chain and then start as a thief. They would not be able to use the chain as a rogue, but if they later gained a level in a class which gave proficiency in all martial weapons then they would be able to. Well besides being quite the thread-jack, what do y'all think? [/QUOTE]
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