Orcs preview

pawsplay said:
What if the monster party is lower level, and the partial damage on a miss kills the boss but not the minions? Ha!

The only ways that wound happen is if the boss had already been weakened or that the pcs were a high enough level that the boss was not a threat and at that point is would be pretty obvious that the player had just rolled really bad.
 

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pawsplay said:
What if the monster party is lower level, and the partial damage on a miss kills the boss but not the minions? Ha!

The Kobold Skirmisher (level 1 skirmisher) has 27 hp. The Kobold Slinger (level 1 artillery) has 24 hp.

By the time the party is high enough level to one-shot a kobold with partial damage, level 1 creatures will likely not be considered bosses in any way, shape or form.

If what you mean is the party beats on the boss until he's about to drop and then uses a partial damage attack to finish him off, he was about to die anyway so I don't see the problem. IMO.
 

Can someone explain to me how the attributes and attribute bonuses of the Orcs are figured? The Orc Drudge seems to follow convention, but the other look skewed. For example, the Orc Warrior has a Int of 8 but gets a +2 bonus. If only that were true during my character generation.
 

Westwind said:
Can someone explain to me how the attributes and attribute bonuses of the Orcs are figured? The Orc Drudge seems to follow convention, but the other look skewed. For example, the Orc Warrior has a Int of 8 but gets a +2 bonus. If only that were true during my character generation.

The bonuses listed with the attributes aren't the attribute bonuses, they're the attribute bonus plus level mod. The orc warrior appears to only be adding 1/3 his level, though, rather than the usual 1/2, and the orc drudge has no level mods at all.

Whoopsie. :)
 

Celebrim said:
Can they? That is, can you as a general rule claim that the vast majority of assumed inhabitants of any prior edition had characteristics superior to 1st level PCs? Did a 1 HD orc have any attributes superior to a 1st level fighter?

Vast majority? We don't know that humanoid monsters make up any kind of "vast majority" in world demographics. But, we do know that D&D has always had quite a few upscaled humanoid monsters that could wreck cities with just half a dozen strong.

I mean, a tribe of frost giants is ~25 individuals. How long do you think they could rampage before somebody stopped them? That's not even considering the ogres, hill giants, and other assortment of giants that apparently make up the world.

Do you think my observation that something has change is really dismissable by noting that ancient red dragons have always existed, and as such, for example, that ordinary orc warriors have +14 base attack bonus is nothing new to the game? Lets leave aside a judgment of whether thats good or bad (I have), I'm just noting that its new. Do you agree or not?

I don't even need to go into the amazingly powerful creatures that have always existed that could rule the world, but don't because... well, it would make a bad game. The shadow anyone? And so on and so forth.

But, I don't think its terribly new to have warlike cultures that could stomp on cities if they had the inclination. Take demons: in 3.5, they can get to the material plane with just a plane shift, they could overrun the world. There are an infinite number of them after all, and really it would only take some mid-tier creatures to rampage until some high level characters caught wind of it. In that time, they could do more damage than these orcs. And, in 4e I believe they have rules preventing demons from showing up in the World, which is even better, right?

If you want something a bit more mundane than demons, though, you can't go wrong with an ogre magi leading a bunch of ogres and trolls, can you? I mean, what does the common man do to kill a troll anyway? Those torches do less damage than the troll regenerates per round. They might kill one eventually, but dang, that casualty count is high!

I think people look at the darkness in the Points of Light conceit as some kind of death trap waiting for people when they leave the light. Instead I like to think of it as the unknown. There are large tracts of nothing too dangerous, leaving your home isn't suicide. But, its dangerous, and sometimes things emerge from there to attack. So maybe every decade some orc raiding parties show up, a village is lost, some adventurers fight them away, and the orcs retreat to start this all over when their population has returned.

But, this is hardly a huge number of 9th level monsters. If the humans pushed back, maybe they could even wipe them out, but they don't know where the orcs are or how to get at them, and if they did they're probably too afraid until they're higher level (and then have bigger fish to fry as always seems to be the case). So, there are a few hundred orcs, most noncombatants, in their own point of light about fifty miles away. Hardly an epic army that can take on humanity and wipe them out.

And, there are some more scattered tribes. But they can't work together, except in the rare case where they recognize each other as of the same tribe. And, they generally fight against each other just as much as the humans. And there are other races. Goblins, ogres, frost giants. And they're all in the same boat, too, I guess. Whatever reason you used in prior editions to explain why fire giants aren't obliterating kingdoms will work here just as well as it did before.

Do you really think that is the only possible conclusion?

I really do.
 

Ultimatecalibur said:
The only ways that wound happen is if the boss had already been weakened or that the pcs were a high enough level that the boss was not a threat and at that point is would be pretty obvious that the player had just rolled really bad.

Isn't a situation where the monsters are outmatched precisely what minions are supposed to cover, though?

Instead, I see that a big fireball in 4e will kill about 75% of the orc minions instead of 100% like in 3e.
 

Scribble said:
I think I am going to wait on revising the rules until after I;ve actually seen them all...

I mean what do we really know about the effects of misses so far? So far I haven't seen any powers that still cause damage after a miss... they just grant neat effects... (admitedly I haven't seen a ton of them.)
Old "reflex save for half" type spells appear to cause half damage on a miss in 4e. We've seen plenty of wizard powers like that. And those area effect spells are exactly the type of thing you'd emply to clear out a bunch of minions, who are curiously immune if you flub the attack roll.
 

Dausuul said:
Sometimes I think about going into third-party publishing and putting out the Big Book o' Fluff, which would consist of coherent, well-written fluff for the 4E Core books that actually makes sense for the crunch it's describing.
You have competition...

Granted, that has zero crunch, and it applies to nothing.

But what you're describing basically amounts to "The Slayer's Guide to..." from Mongoose. Granted, there was a teeny bit of crunch in there, but most of it was fluff.
 


pawsplay said:
Isn't a situation where the monsters are outmatched precisely what minions are supposed to cover, though?

Instead, I see that a big fireball in 4e will kill about 75% of the orc minions instead of 100% like in 3e.

No, minions are not supposed to cover outmatched enemies, but are supposed to represent Mooks, the guys in media that fall down on a successful hit.

Is taking out only 75% of the active creditable threats at one time really so bad? Sure you could take out a swarm of enemies in previous editions, but they usually were not creditable threats when you could do so.
 

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