Sudden Thought

Northman said:
No no no. If you play a half-ogre first level fighter you are in essence a 3rd level character. In general they should not be allowed until the campaign hits third level. If a DM wants to, fine, but allowing ANY ECL race in a first level game means by definition they will be unbalanced. They will be too powerful.

The half-ogre is not an acception.

Absolutely, an ECL+1 race starting PC can be used in a 1st level party because generally at low levels they do not overpower the others too much (depends on build though). But an ECL+2 race among 1st level PC's is just far too powerful.

The Half-Ogre can either be much watered down to a +1 LA race (no racial HD) but for that a +6 STR really overpowers it, or it can be a +1 LA/1 HD race when it doesn't overpower by as much but it can't be included in level 1 parties.
 

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But isn't +level of giant more powerful than +2d8 bonus hit points? The level of giant brings attack bonus, saving throws, hit points plus constitution, and skill points. Isn't giving the ogre a level of giant making him more powerful?
 

I'd say they are about the same, Northman.

I think the Half-Ogre ought to aim at a total effective character level of +3 and not be permitted in parties below 3rd level, as the default mode. 1 level of Giant and +1ECL seems just great to me. Add the required class level, and it's a 3rd level creature with a unique flavor.

I love the flavor rules that they can not cast prepared spells or use martial or exotic weapons. This makes the race really unique, as far as I know, and it ought to be kept if there is any way at all to do so.
 

I don't like the idea of banning the use of Martial Weapons, after all the martial weapons list contains the Greatclub and Warhammer, which should be useable by half-ogres :). Banning exotics might be OK, except for the fact that 2 of the exotics (bastard sword and dwarven waraxe are there due to size only).

Nor do I like the banning of classes that prepare spells. That means no Half-Ogre clerics or adepts. And their stat mods just don't justify that, Half-Ogres will already make poor spellcasters of any type due to their stat penalties so I don't like adding some arbitrary penalty to the race that has almost no effect when playing an archetypal grunt but stops anyone playing against a non-archetypal PC.

Half-Ogres will probably be played as melee types anyway so your suggestions just penalise players who want to play an atypical half-ogre in a class where he suffers more from the penalties and benefits less from the advantages he already has.
 
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For now I am going to take the half ogre out of the setting guide I'm working on, and will put it back in when we have something final (if it happens before the revision is complete) or in Round Table Rules (if not).
 

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