Kaodi said:Should " inflexible " be a term you should be able to apply to a core race?
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Like I said, you may disagree, but from my viewpoint, half-orcs don't have enough variety to be a good core race.
Kaodi said:Should " inflexible " be a term you should be able to apply to a core race?
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Half-Orcs make good barbarians, poor bards, poor clerics, average druids, good fighters, good monks, awful paladins, good rangers, average rogues, poor sorcerers, poor wizards.
I disagree. Elves make poor Wizards and Sorcerers, simply due to their Con penalty on top of a d4 HD. Their weapon profs make them into good clerics and druids.Kaodi said:Elves make poor barbarians, good bards, average clerics, average druids, average fighters, average monks, average paladins, average rangers, good rogues, good sorcerers, good wizards.
I disagree. Gnomes have both slow speed and small size, both of which are bad for a monk. Furthermore, Str (the stat that they get a penalty to) is the most important stat for a melee monk build.Kaodi said:Gnomes make poor barbarians, good bards, average clerics, good druids, poor fighters, average monks, poor paladins, average rangers, good rogues, good sorcerers, good wizards.
1/2 orcs make fine Clerics, unless you want to focus on Turn Undead (the only essential skill at most levels is Concentration). I'd put them down as "poor" Druids - -2 to two mental stats starts to hurt at LV 5+, when your physical stats no longer matter as much. They also make good rogues, if Darkvision is critical (typically low levels only).Kaodi said:Half-Orcs make good barbarians, poor bards, poor clerics, average druids, good fighters, good monks, awful paladins, good rangers, average rogues, poor sorcerers, poor wizards.
I disagree. Halflings have both slow speed and small size, both of which are bad for a monk. Furthermore, Str (the stat that they get a penalty to) is the most important stat for a melee monk build.Kaodi said:Halflings make poor barbarians, good bards, average clerics, average druids, poor fighters, average monks, poor paladins, average rangers, good rogues, good sorcerers, good wizards.
That one varies a lot depending on the campaign; in some games, darkvision is crical to have or obtain (I ran such a game where every PC was a sneak - yes, including the Fighter and the Cleric).Kaodi said:Like I said, you may disagree, but from my viewpoint, half-orcs don't have enough variety to be a good core race. Of all the real spellcasting classes, they are only average at one, the druid, and poor at the rest. And the only reason they don't make poor druids in my opinion is because druids have 4 + Int skill points per level, instead of 2 + Int. They only have one defining bonus, +2 str, because I don't think any picks a character race based on darkvision, unless maybe you expect to be adventuring in the Underdark.
You also are vulerable to Favored Enemy: OrcKaodi said:And yes, they get Orc Blood. But in purely Core D&D, what does that get you? The added bonus of being able to be affected by orc bane weapons.
ranger89 said:IMHO, I don't feel that half-orcs have gotten the shaft at all. STR is a very powerful stat and the +2 half-orcs get should not be taken lightly. Every half-orc PC that I've adventured with has always been a force to be reckoned with on the battlefield. So the -2 penalties to INT and CHA are definitely needed to keep half-orcs from being over powered.
Plus, the -2 penalties add a nice flavor. They are half-ORC afterall!![]()
Yeah, but what does that get you? The Dazzled condition, as I recall - -1 to attacks and a few checks. Hardly a game-breaker. And there's an item in, I believe, Races of the Dragon called Sundark Goggles which only cost about 10 gp and eliminate these penalties at the cost of penalising a couple of skill checks.Question said:The orc is definately better than the half-orc, but theres the slight problem of light sensitivity. A huge portion of the campaign will be in daylight.