19 thoughts on “New fighter race. Too powerful?”

  1. Could work but doesn’t strike as that interesting unless you really want to bring home the “Orc stuff is huge” idea. You talked about this with the Orc ranger.

    Is that their theme?

  2. The extra enhancement is something you need to take an advance to get, normally, but then two-handed is just a drawback, so it’s not that big a deal I guess?

    Mostly, this doesn’t seem very orc-y at all; orcs are vicious, angry barbarians in D&D, not big guys. This is the one I had:

    Orc

    Making you angry is a bad idea. When you are attacked by an enemy, you deal +1 damage forward against them.

  3. Shadi Alhusary Two-handed is a drawback. It means you can’t pick up a longsword for +1 damage in your off-hand or a shield for +1 armor.

    I think the idea behind Tim Franzke’s move is great, but I think it’s weak sauce as is. On average getting +1 damage (compared to other characters) when roll 10+ on H&S and is willing to suffer for dealing bonus damage is not very good. The human move is much much better.

  4. Alex Norris In this setting, orcs follow a “honorable savages” theme, with heavy emphasis on honorable. They also ride on direwolves, being a nomadic people, loosely inspired by the Dothraki, yet a far more peaceful.

  5. Actually I have a note that shows in Tim Franzke’s Half-Orc moves, the following:

    “When you roll a 10+ on Hack & Slash and you choose to deal extra Damage, deal an additional +1d4 damage.”

    I think this works as it meets at middle ground.

  6. It depends on how you view orcs in your campaign. Do they hit harder? Are they tougher?

    Here’s the move I came up with: When you charge into battle howling your terrifying war-cry, you gain 2d4 temporary hit points. These extra hit points are lost first when you are injured, and you lose them at the end of the battle.

  7. Linda Larsson came up with the following for my Warcraft-themed orc racial option: When you wield a messy or forceful weapon, you also deal +D4 damage.

  8. Why not just make a ‘heritage move’ as per The Planarch Codex?

    Invoke blood and heritage and steal from the orc GM moves? There are some pretty cool ones in there. Much more narratively satisfying than deal this amount of extra damage or take +1 forward to this roll.

Comments are closed.