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Wandering Monsters: Orcs and Gnolls
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<blockquote data-quote="I'm A Banana" data-source="post: 5981309" data-attributes="member: 2067"><p>Interesting. I wouldn't go for the "weird biology" angle myself, but I tend to find antagonists a lot more interesting if they're relatable to the audience. I also like to work with the mythic depth in a thing rather than trying to redefine it, but that does certainly limit one's palette. </p><p></p><p>In other news, I've had a think about what mechanics I might employ for my vision of orcs and gnolls. </p><p></p><p>[sblock=Orc!]</p><p>The mechanics in the playtest are pretty nice. Furious Charge is a good "RAARGH SMASH!" move that can intimidate players with a spike in damage, Death Strike is a great move to represent Tenacity, and Wounded Retaliation works with the idea of building up anger.</p><p></p><p>Other possibilities:</p><ul> <li data-xf-list-type="ul"><strong>Unquenchable</strong>: When the orc drops to 0 hp, it makes a Constitution save (DC 11) to avoid dropping unconscious. It must make this save each round it remains at 0 hp.</li> <li data-xf-list-type="ul"><strong>Lash Out</strong>: When the orc is hit by a melee attack, the person who hit it takes 1d6 damage as the orc retaliates.</li> <li data-xf-list-type="ul"><strong>Spiteful Rend</strong>: When the orc drops an opponent to 0 hp, it continues to savage the unconscious corpse. The opponent automatically fails its first death save due to the damage.</li> <li data-xf-list-type="ul"><strong>Rancor</strong>: When the orc hits a creature who has been healed in this encounter, the orc deals an additional 1d6 damage, furious that they dare fight on.</li> </ul><p>[/sblock]</p><p></p><p>[sblock=Gnoll]</p><p>The playtest rules are so-so. Pack attack is kind of a bland central ability for the gnolls, I think, though Demonic Frenzy and Feed on the Weak are not so bad....though they're also not so great. Demonic Frenzy is rather generic and Feed on the Weak is a little blatantly supernatural. </p><p></p><p>Other possibilities:</p><ul> <li data-xf-list-type="ul"> <strong>Delight in Carnage</strong>: For every creature (enemy or ally) reduced to 0 hp in the encounter, the gnoll gains a +1 bonus to damage rolls. This bonus stacks.</li> <li data-xf-list-type="ul"> <strong>Bleeding Wound</strong>: When the gnoll hits with an attack, the wound bleeds for Ongoing 5 damage. A Constitution save (DC 11) will stop the bleeding. </li> <li data-xf-list-type="ul"> <strong>Torment the Vulnerable</strong>: When the gnoll attacks a prone creature, the creature takes an additional 1d6 damage. </li> <li data-xf-list-type="ul"> <strong>Chew Toy</strong>: The gnoll can take a standard action to savage a creature that is currently dying. The creature automatically fails their next death save. </li> </ul><p>[/sblock]</p><p></p><p>...there's probably other ideas, too, that's just kind of what I came up with in five minutes.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5981309, member: 2067"] Interesting. I wouldn't go for the "weird biology" angle myself, but I tend to find antagonists a lot more interesting if they're relatable to the audience. I also like to work with the mythic depth in a thing rather than trying to redefine it, but that does certainly limit one's palette. In other news, I've had a think about what mechanics I might employ for my vision of orcs and gnolls. [sblock=Orc!] The mechanics in the playtest are pretty nice. Furious Charge is a good "RAARGH SMASH!" move that can intimidate players with a spike in damage, Death Strike is a great move to represent Tenacity, and Wounded Retaliation works with the idea of building up anger. Other possibilities: [LIST] [*][B]Unquenchable[/B]: When the orc drops to 0 hp, it makes a Constitution save (DC 11) to avoid dropping unconscious. It must make this save each round it remains at 0 hp. [*][B]Lash Out[/B]: When the orc is hit by a melee attack, the person who hit it takes 1d6 damage as the orc retaliates. [*][B]Spiteful Rend[/B]: When the orc drops an opponent to 0 hp, it continues to savage the unconscious corpse. The opponent automatically fails its first death save due to the damage. [*][B]Rancor[/B]: When the orc hits a creature who has been healed in this encounter, the orc deals an additional 1d6 damage, furious that they dare fight on. [/LIST] [/sblock] [sblock=Gnoll] The playtest rules are so-so. Pack attack is kind of a bland central ability for the gnolls, I think, though Demonic Frenzy and Feed on the Weak are not so bad....though they're also not so great. Demonic Frenzy is rather generic and Feed on the Weak is a little blatantly supernatural. Other possibilities: [LIST] [*] [B]Delight in Carnage[/B]: For every creature (enemy or ally) reduced to 0 hp in the encounter, the gnoll gains a +1 bonus to damage rolls. This bonus stacks. [*] [B]Bleeding Wound[/B]: When the gnoll hits with an attack, the wound bleeds for Ongoing 5 damage. A Constitution save (DC 11) will stop the bleeding. [*] [B]Torment the Vulnerable[/B]: When the gnoll attacks a prone creature, the creature takes an additional 1d6 damage. [*] [B]Chew Toy[/B]: The gnoll can take a standard action to savage a creature that is currently dying. The creature automatically fails their next death save. [/LIST] [/sblock] ...there's probably other ideas, too, that's just kind of what I came up with in five minutes. [/QUOTE]
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