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Re: [dq-rules] Anybody put an experience multiplier on this race?



Ta for that. Like your healing idea better than mine, will still if that is ok.

The orcs in the novels are strictly militaristic, they mostly have a military rank. Live in a land in balance with all other fairy and humanoid races, of which they are the best warriors but least magical inclined.

Unfortunately the silly humans and their sillier religions have started inpinging in the land, spreading thier horrid diseases. Their un-natural ways are draining the lands of magic. As in the norm, the humans have differing religions and are at war with each other and all the non-humans as well. The land seemed to fit DQ quite well I thought, especially the magic and the fact DQ has no clerical magic.

No play-test as yet....have to wrench party away from their very experienced elf-based characters and try something new and lower powered...will start them on around 5000xp or so and they will be all be orcs. Ok im a terrible GM trying implant my will upon the party...

John
From: hollywood314@juno.com
Reply-To: dq-rules@yahoogroups.com
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Anybody put an experience multiplier on this race?
Date: Thu, 4 Dec 2003 13:47:43 GMT


John,

I agree. The races need a little something extra, especially for those that have been playing for a while.

I like what you've come up with. I guess the biggest consideration is, what type of orc you want in your world, as each author and game have defined orcs differently. From your statistics, I gather that you are going for a physical, militaristic type of orc.

I like the increased resistance to stun. I never thought of that, but it makes a lot of sense. (Plus, it makes orc battles for PC's a hell of a lot tougher.)

I would suggest using a multiplier for healing recovery rather than having all orcs recover at the same rate. For instance, orcs heal at 1.5 times as fast as other rates. Just a suggestion. Have you had a chance to game test it?

Steve

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