Desdichado
Hero
In my current campaign, there are no humanoids at all---except humans themselves.
However, I've always got other campaigns brewing in the back of my mind, and honestly I like goblinoids better than orcs. But, since I also downplay (or outright eliminate) alignment, I also tend to downplay the difference between orcs and goblinoids. I'd rather get rid of bugbears, which I always thought were kinda silly and have orcs play that same role as a special caste of fighter or something. When I ran a d20 Middle-earth game, that's pretty much what I did; used goblin statblocks for "Snaga" style orcs/goblins, used the hobgoblin statblock for Mordor soldier orcs, used the orc statblock (without the emphasis on chaotic) for Saruman's Uruk-hai and used the half-orc statblock for... well, for half-orcs. Duh.
But I still think orcs and goblinoids step on each others toes in terms of role, and there's little reason to have both unless you really play up alignment. To me, that's the only main difference between them. I think orcs and gnolls step on each others toes too, and I'd rather have orcs than gnolls, though.
I also don't like the idea of them being savage humanoids on the edges of society; I like the idea of a full-scale invasion of a massively organized and efficient goblinoid/orc EMPIRE that's at least as sophisticated (if not moreso) than any human kingdoms.
Also with regards to the person who said that orcs are the Huns of fantasy; I kinda like having my Huns just be humans sometimes too. The proliferation of redundant humanoid races is something that I try to do away with in my homebrews. No reason to have most of them.
However, I've always got other campaigns brewing in the back of my mind, and honestly I like goblinoids better than orcs. But, since I also downplay (or outright eliminate) alignment, I also tend to downplay the difference between orcs and goblinoids. I'd rather get rid of bugbears, which I always thought were kinda silly and have orcs play that same role as a special caste of fighter or something. When I ran a d20 Middle-earth game, that's pretty much what I did; used goblin statblocks for "Snaga" style orcs/goblins, used the hobgoblin statblock for Mordor soldier orcs, used the orc statblock (without the emphasis on chaotic) for Saruman's Uruk-hai and used the half-orc statblock for... well, for half-orcs. Duh.
But I still think orcs and goblinoids step on each others toes in terms of role, and there's little reason to have both unless you really play up alignment. To me, that's the only main difference between them. I think orcs and gnolls step on each others toes too, and I'd rather have orcs than gnolls, though.
I also don't like the idea of them being savage humanoids on the edges of society; I like the idea of a full-scale invasion of a massively organized and efficient goblinoid/orc EMPIRE that's at least as sophisticated (if not moreso) than any human kingdoms.
Also with regards to the person who said that orcs are the Huns of fantasy; I kinda like having my Huns just be humans sometimes too. The proliferation of redundant humanoid races is something that I try to do away with in my homebrews. No reason to have most of them.
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