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[Savage Species]Half-ogre overpowered??
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<blockquote data-quote="Victim" data-source="post: 729921" data-attributes="member: 78"><p>DMG 176. Clothing, jewerly and armor resize.</p><p></p><p>At higher levels, the loss of HD, extra costs for magic armor, and loss of feats lose significance.</p><p></p><p>If, at level 6, things are about even in combat between a LA +2 Half Ogre and human fighter, then what about at level 10? Or 15?The penalties from the race lose signficance over time. </p><p></p><p>For example, at level 10:</p><p></p><p>Item selections: (49k)</p><p></p><p>+2 weapon (8)</p><p>+3 Full Plate (10)</p><p>+3 Shield (9)</p><p>+3 Cloak of Resistance (9)</p><p>Amulet of Health +2 (4)</p><p>Gauntlets of Ogre Power +2 (4)</p><p>5000 gp for spending money, gear, non combat items, potions</p><p></p><p>This isn't exactly an optimal equipment selection, but both characters will generally have the same equipment. The only item that the Half Ogre can't use that the human could is an Amulet of Natural Armor.</p><p></p><p>Stats before items and racial adjustments:</p><p></p><p>STR 15</p><p>DEX 13</p><p>CON 14</p><p>INT 10</p><p>WIS 12</p><p>CHA 8</p><p></p><p>A simple standard array.</p><p></p><p>Level 10 human fighter:</p><p></p><p>STR 18</p><p>DEX 13</p><p>CON 17</p><p>INT 10</p><p>WIS 12</p><p>CHA 8</p><p></p><p>Spd: 20</p><p>Ini: +5</p><p></p><p>Att: +10/+5</p><p>+17/+12</p><p>Dmg: 1d10+8 17-20x2</p><p>AC: 27 </p><p>HP: 10d10+30 (Max: 130, LG: 94)</p><p></p><p>F: +13</p><p>R: +7</p><p>W: +9</p><p></p><p>Feats: 11: Exotic Weapon, Focus, Specialization, Imp Crit: Bastard sword, Dodge, Iron Will, Power Attack, Cleave, Imp. Initiative, Blindfight, Mobility</p><p></p><p>39 skillpoints, but from the largely worthless fighter list.</p><p></p><p></p><p></p><p>------------------------------------------</p><p></p><p>Half Ogre Fighter 8</p><p></p><p>STR 24</p><p>DEX 11</p><p>CON 19</p><p>INT 8</p><p>WIS 12</p><p>CHA 6 </p><p></p><p>SPd 20</p><p>INI +4</p><p></p><p>Att: +8/+3</p><p>+17/+12 (+8 base, +7 STR, +2 weapon, +1 feat, -1 size)</p><p>Dmg: 2d6+11 17-20x2</p><p>AC: 29 (+11 armor, +5 shield, +4 natural, -1 size)</p><p>HP: 8d10+36 (Max: 116, LG: 88)</p><p></p><p>F: +13</p><p>R: +5</p><p>W: +6</p><p></p><p>Feats: 8: Focus, Specialization, Imp Crit: Greatsword, Iron Will, Power Attack, Cleave, Improved Initiative, Blindfight</p><p></p><p>8 Skillpoints</p><p></p><p>---------------------------------------------</p><p></p><p>Normal combat, starting from 5ft away:</p><p></p><p>Human +17/+12 - needs a 12 and 17 to hit</p><p>Ogre +17/+12 - needs a 11 and 16 to hit, counting dodge</p><p></p><p>Using Max HP and discounting crits:</p><p></p><p>The human needs about 8.5 hits to drop the ogre.</p><p>The ogre needs about 7.2 hits to drop the human.</p><p></p><p>Using Living Greyhawk HP:</p><p></p><p>The human needs about 6.5 hits to drop the ogre.</p><p>The ogre needs about 5.2 hits to drop the human.</p><p></p><p>Gee, and the ogre hits more often too. Crits would speed up and randomize the process, but since both guys have the same crit range, wouldn't alter the average outcome.</p><p></p><p>Comparing Grapple checks, the human has +14, and the half ogre has +19. The difference here is rather considerable. </p><p></p><p>The human has the advantage on saves, but only by a little. The half ogres immunity to person affecting spells should provide a counterbalance for the weaker will save.</p><p></p><p>The main drawback is the extreme lack of skill points for the Half Ogre. Of course, if we use a Half Orc instead of human base character, the Half Ogre is only short 2 skill points and still has significant combat advantages. </p><p></p><p>And then there's reach.</p><p></p><p>If, at +2 LA, the Half Ogre has advantages over the Half Orc in pure combat ability, then at +1 LA, there's clearly something wrong. Half Orcs are the core race for pure butt-kicking, monster slaying action. Half Ogres shouldn't be able to out damage them and have reach too.</p></blockquote><p></p>
[QUOTE="Victim, post: 729921, member: 78"] DMG 176. Clothing, jewerly and armor resize. At higher levels, the loss of HD, extra costs for magic armor, and loss of feats lose significance. If, at level 6, things are about even in combat between a LA +2 Half Ogre and human fighter, then what about at level 10? Or 15?The penalties from the race lose signficance over time. For example, at level 10: Item selections: (49k) +2 weapon (8) +3 Full Plate (10) +3 Shield (9) +3 Cloak of Resistance (9) Amulet of Health +2 (4) Gauntlets of Ogre Power +2 (4) 5000 gp for spending money, gear, non combat items, potions This isn't exactly an optimal equipment selection, but both characters will generally have the same equipment. The only item that the Half Ogre can't use that the human could is an Amulet of Natural Armor. Stats before items and racial adjustments: STR 15 DEX 13 CON 14 INT 10 WIS 12 CHA 8 A simple standard array. Level 10 human fighter: STR 18 DEX 13 CON 17 INT 10 WIS 12 CHA 8 Spd: 20 Ini: +5 Att: +10/+5 +17/+12 Dmg: 1d10+8 17-20x2 AC: 27 HP: 10d10+30 (Max: 130, LG: 94) F: +13 R: +7 W: +9 Feats: 11: Exotic Weapon, Focus, Specialization, Imp Crit: Bastard sword, Dodge, Iron Will, Power Attack, Cleave, Imp. Initiative, Blindfight, Mobility 39 skillpoints, but from the largely worthless fighter list. ------------------------------------------ Half Ogre Fighter 8 STR 24 DEX 11 CON 19 INT 8 WIS 12 CHA 6 SPd 20 INI +4 Att: +8/+3 +17/+12 (+8 base, +7 STR, +2 weapon, +1 feat, -1 size) Dmg: 2d6+11 17-20x2 AC: 29 (+11 armor, +5 shield, +4 natural, -1 size) HP: 8d10+36 (Max: 116, LG: 88) F: +13 R: +5 W: +6 Feats: 8: Focus, Specialization, Imp Crit: Greatsword, Iron Will, Power Attack, Cleave, Improved Initiative, Blindfight 8 Skillpoints --------------------------------------------- Normal combat, starting from 5ft away: Human +17/+12 - needs a 12 and 17 to hit Ogre +17/+12 - needs a 11 and 16 to hit, counting dodge Using Max HP and discounting crits: The human needs about 8.5 hits to drop the ogre. The ogre needs about 7.2 hits to drop the human. Using Living Greyhawk HP: The human needs about 6.5 hits to drop the ogre. The ogre needs about 5.2 hits to drop the human. Gee, and the ogre hits more often too. Crits would speed up and randomize the process, but since both guys have the same crit range, wouldn't alter the average outcome. Comparing Grapple checks, the human has +14, and the half ogre has +19. The difference here is rather considerable. The human has the advantage on saves, but only by a little. The half ogres immunity to person affecting spells should provide a counterbalance for the weaker will save. The main drawback is the extreme lack of skill points for the Half Ogre. Of course, if we use a Half Orc instead of human base character, the Half Ogre is only short 2 skill points and still has significant combat advantages. And then there's reach. If, at +2 LA, the Half Ogre has advantages over the Half Orc in pure combat ability, then at +1 LA, there's clearly something wrong. Half Orcs are the core race for pure butt-kicking, monster slaying action. Half Ogres shouldn't be able to out damage them and have reach too. [/QUOTE]
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[Savage Species]Half-ogre overpowered??
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