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Re: [dq-rules] Ready to present this to my players...



I'm going to change my opinion on these and play devil's advocate for a bit.  

For the most part, these orcs are pretty well balanced, but they do have one extra talent specialty, which is the stun recovery.  It may not amount to a large swing, but the improvement in recovery from stun is potentially a pretty significant alteration.  Assuming using 2nd Ed rules, and using round numbers, a typical orc might have 15 WP and 20 FT, so its base stun number is 50.  If it is one of John's Orcs, it will have that stun recovery target number until it is out of fatigue, while a standard orc will be down to a 31 target number if he has one point of FT remaining.  That's actually a pretty big advantage in the course of a combat.

Maybe this deserves a 1.0x Multiplier, rather than the 0.9x that other orcs get.  It's probably something that won't really be resolved until they've been play-tested for a while.

--Rodger

PS I'm not sure about the "no bonus in high mana areas" restriction.  I have never thought of that as anything related to the race of the caster.  A high mana area is simply high mana.  

Restricting them to elemental magics and to just general knowledge at that is okay (there are other creatures in DQ with restrictions like these), but I don't agree with the no high mana bonus rule.
  --RT


-----Original Message-----
From: davis john <jrd123@hotmail.com>
Sent: Dec 8, 2003 11:10 AM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Ready to present this to my players...

Few tweaks, is it still x0.9 Multiplier??
ta
JohnD

ORCS FIRST BLOOD CAMPAIGN FOR DQ.

Orcs Of Maras-Dantia
The Boon Of Orcs
Learn horsemanship at 75% cost.
Learn military scientist at 75% cost.
75ft dark-vision
Ambidextrous if D5 is > D 10 roll, can choose handedness if not as equally 
likely left or right-handed
Heal at 1.5 times normal rate from injury only; not diseases or poisons or 
anything else.
Choose 1 weapon category in which they can use all weapons as though at 
least rank 0 assuming they have the correct PS / MD for the weapons (bladed, 
haft, missile or thrown).
Break stun rolls made as though on full fatigue as long as they have some 
Fatigue left.
Generally Tall, 6ft +(2D-D5) inches tall.

The Benign of Orcs
DQ stats  +1 PS, +1 MD, +2 FAT, +1 END, -2 MA, -2 WP, -1 AG
TMR is Normal.
Their seed is no more fertile than any other race, but like all races is 
secondary to human reproductive capacity.

The Bane of Orcs
Suffer �5% in bright daylight
Only learn elemental magics
Only learn general spells and rituals
Must make concentration check to flee / escape any combat where they have 
been struck an effective blow.
Have �5% magic resistance
-10% to resist all diseases normally associated with humans.
-10% to all reaction rolls on encounters versus humans (and reverse 
applies).
Gain no benefit to spell use cost in high mana areas.

Experience Multiplier is x0.9.