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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thing I thought 4e did better: Monsters
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<blockquote data-quote="Sage Genesis" data-source="post: 6984326" data-attributes="member: 6706099"><p>Quick fact check: that's not quite true.</p><p></p><p>When you type in "orc" in the DDI compendium you do get 93 results, but that also includes half-orcs, <a href="http://forgottenrealms.wikia.com/wiki/Tanarukk" target="_blank">Tanarukks</a>, and a surprising amount of unique characters who happen to be an orc or half-orc. It's like complaining you have too many human variants just because some module happened to include human NPCs. </p><p></p><p>There's also several unique setting-specific factions, such as the <a href="http://eberron.wikia.com/wiki/The_Demon_Wastes" target="_blank">Ghaash'kala</a> from Eberron.</p><p></p><p>The highest "orcs" in the list are the souls which Gruumsh himself called to join his divine horde after their death, making them divine entities which ascended from mortal stock, closer to Vecna or St Cuthbert than just regular old savage tribesmen. Yes, we could complain that they're high level orcs, but that's really contrary to the point of their in-game flavor.</p><p></p><p></p><p> The highest level regular old orc is just level 12, the Orc Mercenary from "Revenge of the Giants". Funnily enough, the Mercenary is just the level 3 Orc Raider except leveled up a bit so that it could fit in will with the rest of the monsters in that adventure. That suggestion you made, that they needed higher level variants instead of brand new version with completely different attacks? <em>That is exactly what this is.</em> They did exactly what you say they should have done.</p></blockquote><p></p>
[QUOTE="Sage Genesis, post: 6984326, member: 6706099"] Quick fact check: that's not quite true. When you type in "orc" in the DDI compendium you do get 93 results, but that also includes half-orcs, [URL="http://forgottenrealms.wikia.com/wiki/Tanarukk"]Tanarukks[/URL], and a surprising amount of unique characters who happen to be an orc or half-orc. It's like complaining you have too many human variants just because some module happened to include human NPCs. There's also several unique setting-specific factions, such as the [URL="http://eberron.wikia.com/wiki/The_Demon_Wastes"]Ghaash'kala[/URL] from Eberron. The highest "orcs" in the list are the souls which Gruumsh himself called to join his divine horde after their death, making them divine entities which ascended from mortal stock, closer to Vecna or St Cuthbert than just regular old savage tribesmen. Yes, we could complain that they're high level orcs, but that's really contrary to the point of their in-game flavor. The highest level regular old orc is just level 12, the Orc Mercenary from "Revenge of the Giants". Funnily enough, the Mercenary is just the level 3 Orc Raider except leveled up a bit so that it could fit in will with the rest of the monsters in that adventure. That suggestion you made, that they needed higher level variants instead of brand new version with completely different attacks? [I]That is exactly what this is.[/I] They did exactly what you say they should have done. [/QUOTE]
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Thing I thought 4e did better: Monsters
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