Orcs preview

hong said:
Hmm. I can see it now: "Orc: the Barbarian". Orcs as tragic, demon-tainted beings, heroically struggling to transcend the curse of their origin....

Hah!


You know, with that One Eye'd God...oh wow, the phallic jokes that will be thrown at tables.
 

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Ktulu said:
I'm not entirely sure the no damage from missed attacks isn't just an Orc minion rule. Just like how kobold minions provide a boost to attack when adjacent to other kobolds, and vampire spawn get a boosted damage/attack when adjacent, as well. It meshes with the orcs being somewhat hard to kill.
I doubt it. It seems like a simple rewording of the earlier minion hp rules to eliminate confusion.

The kobold minion's hp line said:
A minion dies when hit by an attack that deals damage

This could easily mean "no damage on a miss", which I suspect was the designer's original intent. And it plays better--without this rule, the minions automatically die when hit with a half-on-miss attack (not quite as common as in 3e, but it makes undead minions useless vs. parties with a cleric).

The new phrasing makes things clearer, while eliminating ambiguities in regards to things like Cleave.
 

Oh yeah. Bring on the 4e orc goodness. These monsters are more interesting and exciting than half the 3e monster manual, and this is just 3 pages of it. You can just see the axes fly and the shaman chant while the badass bloodrager takes on 3 bloodied pc's by himself.

Sooooo much easier to DM a couple of quick monsters from the book too, but if complexity is your thing you just throw in an evil eye and a chieftan for one big bag of overlapping effects.

And these are just the Orcs - I now eagerly await other iconic monster tribes to see how different they feel.
 

Huh, scenario time:

4 PCs vs 1 Bloodrager, 1 Eye. Bloodrager down to 10 hp. All PCs are bloodied as well.
PC 1 hits him, drops him to 0, he counter-attacks via Eye's Death Strike aura AND his retaliation, hits with both, goes up to 20 hp. Repeat for two other melee PCs.
On his turn, he uses warriors surge, regains 48 hp + 10 vs Bloodied PC.
On the Eye's turn, Bloodrager gets Swift Arm of Destruction, attacks, hits, gets 15 hp + 10 vs Bloodied PC.
So, instead of dying to 3 different PCs, he is now at 103 hp, back out of Bloodied...

Of course, a few successful ranged attacks would take care of that, but I can imagine the PC's expressions as they pound on this thing. Mmmm.

Also imagining their confusion when he keeps flipping between Bloodied and normal. Goes down to 90, bloodied. Hits a blooded PC, up to 100 hp non-bloodied. Hit again, down to 88, bloodied. Hits same PC, 98hp, non-bloodied. Hit by big daily crit, down to 55 hp. Uses Surge, up to 103 hp, non-bloodied. "Why won't he die!?!?"

:)
 
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Iron Sky said:
Huh, scenario time:

4 PCs vs 1 Bloodrager, 1 Eye. Bloodrager down to 10 hp. All PCs are bloodied as well.
PC 1 hits him, drops him to 0, he counter-attacks via Eye's Death Strike aura, hits, goes up to 10 hp. Repeat for two other melee PCs.
If I am not mistaken, this requires an immediate action, and the Orc has only one of them.
 

Oh. Couldn't remember if that was 4E DnD or Dark Heresy that had that rule. Guess it's both. Problem with playing multiple rule systems at the same time and reading about yet another...

Well, the rest of the math works. He can still go from 0 to 103 hp in one round with backup from the Eye. It also looks like the Eye's Aura power doesn't require a reaction? If so, the Bloodrager would get two attacks when dropped to 0 once, then one attack any other times until his turn.
 
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So now a DMing question:

Do you tell your players you are using the warrior surge or Inspire ferocity? I mean by name?
Or do you just keep getting back up and swinging, waiting for them to figure out.
 

I actually really love the idea of monsters that get back up quickly right as they die. I always liked the scene in stories of notable villains apparently being down for the count, than all of the sudden jumping up as the hero turns their back and stabbing them in the back. Also, it isn't like PCs won't have abilities like that. I mean, every PC has healing surges, and I'm sure defenders will have some self-healing, not to mention leaders having group healing. From what I understand, it's not that tough for a whole party of PCs to come back to nearly full in one round if they need to, though only once or twice in an encounter.

Actually, what concerns me more is all minions having 1 hp. I guess it makes narrative sense, considering classical fantasy. The hero mows through a couple hundred minions without pausing and only stops when he gets to a real threat. I suppose, if they want to stay true to the current idea of fantasy, they need to make minions more like background noise....and even more humiliating when the 10th level paladin gets pwned by them ;)

Also, first post. Been meaning to post for a while, love the site. Can't wait for 4th ed. Guess I'm in the OMG new edition sounds good!!!!111!!11oneone!!1 crowd.

Edit: to the guy above me: It depends on your style. Me personally, I would do something more narrative, such as "It looks like you finished him off. He seems to barely be moving. Suddenaly, he gives a gutteral roar, screaming "This isn't over!" as he strikes at you with a cruel slash (in the case of the orcs). While you can still see the scars you gave him, it looks like he is far from down for the count". Than again, my style is all about the narrative. I hate just saying "he uses (spell)", as opposed to describing the affect (Which makes the saving defense thing good for me, since I can build the narrative after I see saving throws more easily).
 
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Tide of Iron.

If you push / slide the orc away then nobodies in range when he retaliates.

So does this mean bloodragers will attack their own side so they can get the blood healing back? Town guards with spears pushing the bloodragers back into the horde and watching them slaughter each other as they desperately try to hold the line.

Damn now I REALLY want to play :(
 

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