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5 years ago ::
Jul 17, 2008 - 4:09PM
#1
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Date Joined:
Jun 13, 2008
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Azerothian Orc Based on World of Warcraft Orcs Average Height: 6'0''-6'5'' Average Weight: 200-230 lbs
Ability Scores: +2 Strength, +2 Constitution or +2 Wisdom. Size: Medium Speed: 6 Squares Vision: Low-Light Languages: Common, Goblin Weapon Proficiency: You gain proficient with the Greataxe. Skill Bonuses: +2 Intimidate, +2 Endurance
Bloodfury: You can use Bloodfury as an ecounter power. Bloodfury Azerothian Orc Racial Power When the going gets rough, the rough get going. Encounter * Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of your next turn, you gain a +1d6 or to Damage rolls. This damage increases to +2d6 at level 11. This damage increases to +3d6 at level 21.
Azerothian Troll Based on World of Warcraft Trolls Average Height: 6'4''-7'2'' Average Weight: 170-210 lbs
Ability Scores: +2 Dexterity, +2 Wisdom or +2 Strength. Size: Medium Speed: 6 Squares Vision: Low-Light Languages: Common, Goblin Weapon Proficiency: You gain proficiency with light thrown weapons. Weapon Proficiency: Shortbow Skill Bonuses: +2 Nature
Beserk: You can use Beserk as an ecounter power. Beserk Azerothian - Troll Racial Power Who j00 wan me keel?
Encounter * Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of the encounter, or until rendered unconscious, you gain a +2 bonus to damage, in addition for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).
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5 years ago ::
Jul 17, 2008 - 8:47PM
#2
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Date Joined:
Sep 24, 2007
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+1 to attack with a type of weapon is amazignly overpowered. I'd leave it with free proficiency.
The damage bonus from the orc ability should scale with level, instead of being static.
The troll power is also way too powerful. The regeneration shouldn't function above bloodied.
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5 years ago ::
Jul 17, 2008 - 9:03PM
#3
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Date Joined:
Sep 28, 2007
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*Casts protection from fire (WoWh8ers)*
Resident Piggles Zombie piggy is eatin' your sigs om nom nom (>*o*)> MTG Card
Show
Front: PigKnight, One Line Poster (3W) Legendary Creature - Boar Knight Vigilance When this creature dies, return him to play and transform him. (2/3) >(5/3)<
Back: (Black)ZombiePiggles, Eater of Tomato Sauce Legendary Creature - Boar Knight Zombie Trample, Intimidate B: Regenerate this creature. When this creature is the target of a white spell, transform this creature. (5/3)
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5 years ago ::
Jul 18, 2008 - 1:18AM
#4
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Date Joined:
Aug 10, 2005
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Ok...I definitely agree these two need work. No bonuses to hit or damage through weap. prof. No other race yet in 4e has such a thing, so no go there.
I suggest for the orcs, a racial proficiency with either the battleaxe or greataxe.
For the trolls, a racial proficiency with handaxes, and either throwing hammers or shortbows.
Now, as for their racial powers, this needs some big work.
For orcs...
Bloodfury Azerothian Orc Racial Power When the going gets rough, I get tough. Encounter Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls and speed. (Maybe instead +4 bonus to damage, instead of the extra speed?)
For trolls...
Berserk Azerothian Troll Racial Power Who I be keelin' mon? Encounter ✦ Healing Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, for as long as you are bloodied, you gain regeneration 2 (regeneration 4 at 11th level, regeneration 6 at 21st level).
They're somewhat similar, but the only sustained racial powers I can find require you to be bloodied to initiate them. As for what the troll power did, it was...as listed...a more powerful version of the Longtooth Shifter power. So, I just put the Longtooth Shifting power there. For the orc power, there's no real precedent, so I just adapted it again from the Longtooth power.
I can't imagine anyone on these boards actually agreeing with me about the changes, but those are my suggestions.
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5 years ago ::
Jul 18, 2008 - 8:46AM
#5
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Date Joined:
Apr 22, 2004
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Generally, encounter powers shouldn't have a duration "until the end of the encounter". That just means that they will always be used the second the character gets bloodied, and the benefits will last for the whole encounter.
In terms of the orc, the healing debuff may be fine for WoW, but it could really screw over a D&D character, especially in a long combat, which isn't a lot of fun. Remove the +1 bonus to attack rolls. That's too good.
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5 years ago ::
Jul 18, 2008 - 9:04AM
#6
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Date Joined:
Aug 10, 2005
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Generally, encounter powers shouldn't have a duration "until the end of the encounter". That just means that they will always be used the second the character gets bloodied, and the benefits will last for the whole encounter.
In terms of the orc, the healing debuff may be fine for WoW, but it could really screw over a D&D character, especially in a long combat, which isn't a lot of fun. Remove the +1 bonus to attack rolls. That's too good. Um...those are ripped (and tweaked) from the two Shifter race blocks in the back of the MM... So it's already established precedent that playable races can have racial powers with durations.
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5 years ago ::
Jul 18, 2008 - 9:40AM
#7
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Replace the bonuses with weapons to racial proficiency with all axes for orcs, and spears and shuriken for the trolls. I can't think of any race off the top of my head that gets a superior weapon proficiency for free, but I really don't think that's a deal breaker.
The encounter powers are way broken. A power with a strong bonus that's balanced by a strong penalty just begs for situational abuse, and the troll regeneration needs to be modified to prevent its use as a full heal over time.
Switch the nature skill bonus from orcs to trolls - there's nothing in the WoW lore to support them having it, while the trolls are possibly Azeroth's oldest indigenous species. They seem more suited to wilderness lore than the orcs, who aside from murdering the demigod of nature are the world's most agressive deforesters.
"When Friday comes, we'll all call rats fish." D&D Outsider
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5 years ago ::
Jul 18, 2008 - 5:17PM
#8
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Date Joined:
Jun 13, 2008
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Sorry I'm new to 4.0 like the rest of us.
I basically went to wikipedia, copied the stats of each race, and then i put them in DnD format.
Thanks for the feedback I'll make said changes.
Well, the Orcs get a command bonus with pets, which I translated to handle animal checks.
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5 years ago ::
Jul 18, 2008 - 5:22PM
#9
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Date Joined:
Aug 11, 2006
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Endurance/Intimidate seems like a better combination for the orcs.
Why do you have them speaking Giant by default?
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5 years ago ::
Jul 18, 2008 - 5:23PM
#10
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Date Joined:
Jun 13, 2008
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Giant I think I got from the monster manual. Endurance maybe, but again I got the bonus to nature from their command ability which gives their pets a bonus +1% damage in WoW.
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