Korimyr the Rat said:Yep. Unbalanced stats, Darkvision, and a racial "ability" that's more a hindrance than anything.
Oh, but they're just as good as any other character race, and there's no need to improve them in the revision.
Spatzimaus said:The point is, give Half-Orcs a niche. If their niche is to be the brute-force fighter types, then they need more combat-related bonuses (like all those attack/AC bonuses races like Dwarves get), because what they get now just doesn't cut it. And for the brute-force types, we already had an ECL 0 version of the Half-Ogre in our world (+4 STR, among other things), so everyone is happy.
Spatzimaus said:Well, I've never had much of a problem with the unbalanced stats part, since I do agree that +2 STR goes a LONG way, while -2 CHA is really minor.
The point is, give Half-Orcs a niche. If their niche is to be the brute-force fighter types, then they need more combat-related bonuses (like all those attack/AC bonuses races like Dwarves get), because what they get now just doesn't cut it.
Korimyr the Rat said:The problem, the way I see it is, Half Orcs have their niche-- melee-- but, unlike other characters, are significantly penalized in such a way that they can only play within their niche, as attempting to play a Half Orc against type is suicide.
Spatzimaus said:Someone who's going to play a Druid might consider the Half-Orc, but then will probably decide to go with an Elf or something instead.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.