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Showing posts with label New Races. Show all posts
Showing posts with label New Races. Show all posts

Wednesday, July 24, 2019

OD&D Half-Orcs

Orc or Half-Orc? 

An Orc by Greg Bell from OD&D Vol 1, looking more human than later depictions...

Half-orcs were first introduced into D&D in late 1977 in the Monster Manual in a section at the end of the entry for Orcs, which notes orc-human hybrids as just one type among others (orc-goblins, etc). Following Gygax's pattern of briefly introducing concepts and then expanding on them in later rulebooks, the next year's AD&D Players Handbook added them as a full-fledged character race. Here I imagine what the entries might have been had they been introduced back in the original D&D booklets and then carried forward.

Fictional LBB entry:

"Half-orcs: Generally feared, but characters are assumed to be of the rare type able to pass as human. While they may opt only for the fighting class, due to their warlike nature they may progress up to 9th level (Lord). They are able to speak the language of Orcs, and see well in dimness or dark but do not like bright light as noted in CHAINMAIL. Tribal affiliation should be noted (Orcs of the Mountains, etc) as there is often great inter-tribal hostility".

Fictional Greyhawk entry:

"Half-Orcs: Half orcish and half human, they are on average about five and half-feet in height, muscular in build, and weigh 180 pounds. Characters are assumed to be among the rare 1 in 10 half-orcs that can manage to pass as human. Like half-elves they gain some abilities from each heritage. Half-orcs have infravision and can see monsters up to 60' away in the dark."

In addition to working up to 9th level in fighter, half-orcs can work up to the 5th level (Cutpurse) as a thief, and those with 17 or 18 dexterity can work up as high as 6th level (Sharper) or 7th level (Pilferer), respectively. Half-orcs can work simultaneously as fighters and thieves, but no bonuses for abilities above the normal are then given, and earned experience is always divided evenly even if the half-orc can no longer progress in the thief class. When acting as thieves, half-orcs can wear only leather armor. 

Half-orcs with a wisdom score of 9 or more may also become Anti-Clerics (Clerics for Chaos), and only working up as high as 3rd level (Village Priest). If they so opt all experience will be divided in equal proportion between fighting and clericism."

Blackmoor would then add half-orc assassins with unlimited advancement.

Fictional Holmes entry:

"Half-Orcs — are part orcish and part human, about five and half-feet tall and muscular in build, weighing 180 pounds. Most look orcish, although the rare individual appears mostly human. Due to their competitive and combative nature they excel as members of the fighting class. Half-orcs have infravision and can see 60 feet in the dark, and can speak Common, albeit in a gruff and ungrammatical fashion, and the language of Orcs. A tribe of origin should be noted, such as Orcs of the Vile Rune, as the different tribes cooperate poorly and often fight among each other.

Also, in the CREATING CHARACTERS section add a minimum of 13 Strength and a maximum of 12 Charisma.

Notes
-The level limits are reverse engineered from AD&D. For other races, most of the maximum level limits of the LBBs are one lower than that in AD&D. So, a max fighter level of 10 in AD&D gives them a corresponding max level of 9 for the LBBs (this limit is not modified by Strength as this doesn't factor in AD&D for Half-Orc Fighters).

-For OD&D, no ability score adjustments as these are AD&D additions; dwarves, elves, and hobbits don't get ability score adjustments in OD&D.

-For the Holmes entry I modified the assumption that characters appear human, as he was less humanocentric than Gygax and half-orcs appear in several Boinger and Zereth stories:


  • "Trollshead" (Dragon #31) has a number of half-orc brigands. Being brigands, these wouldn't need to look human.
  • "The Sorcerer's Jewel" (Dragon #46) has four half-orc servants of a lady in town; this is what I was thinking of - they are quickly recognizable as half-orcs to Boinger, so that indicates they aren't mistaken for humans. So orcish-looking half-orcs are okay in town in Holmes' imagined setting.
  • "Witch-Doctor" (bonus story in Tales of Peril) also has a relatively civilized half-orc character.

See also:

20 OD&D Backgrounds which includes "Orcish".

Gygaxian Orc Tribes

Saturday, September 1, 2018

Lizardmen PCs for Holmes Basic

Illustration by Greg Bell from Greyhawk (1975)

     Lizardmen --- are swamp-dwelling saurianoids about seven feet in height when fully grown. Members of the more advanced hut-dwelling tribes can speak a hissing version of Common in addition to their own tongue, and occasionally seek out employment as muscle in more civilized areas. They progress as members of the fighting class, but due to their size and strength gain a bonus hit point at first level and attack on the Monster Table for 1 to 8 points of damage when employing a weapon. Claws and teeth also allow them to attack for 1 to 6 points of damage without weaponry. Their scaly hide affords protection equivalent to chainmail (armor class 5) but due to their affinity for swimming they shun metal armor of any type other than a shield. They move at twice normal rate in water.


Notes
---Adapted from comments I first left to a post in the Holmes G+ group, with some changes on further reflection.

---Holmes has lizardman guards in two Boinger & Zereth stories, The Sorceror's Jewel and In the Bag. One speaks with a hiss and the other wields a halberd (much like the image above). Holmes uses the term "saurianoid" in In the Bag, and "saurian" in the other story.

---The height of seven feet, and the concept of more advanced hut-dwelling tribes, comes from the Monster Manual.

---The stat details comes from the Holmes Basic entry: AC 5, HD 2+1, AT 1, D 1-8 with spear or club. The bonus hit point at first level leads to a total HD of 2+1 at second level, meaning a 2nd level lizardman fighter here is equivalent to the monster version.

---Compared to a first level human fighter they get +1 HP and +1 damage, but with a loss of 2 points of AC (no plate mail). If using variable damage for weapons, you can give them a +1 to damage or step the dice up one notch (d8 to d10, etc). Using the Monster Table (which varies slightly between OD&D and different printings of Holmes) for attacks means a lizardman fighter will generally attack better than a human fighter of equivalent level, but their AC will remain much worse without magic armor (e.g., no plate mail +2). In addition to shunning metal armor, magic armor would generally not be available that fits their size and proportions.