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#1 |
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Join Date: Aug 2018
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A question about Orcs. In Legacy Orcs are close to humans, in Middle Earth they started from evil Elves, Urak-Hai Orcs were Orc-Goblin breeds. So, should starting attributes be changed to reflect Middle Eart Orcs?
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#3 | |
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Join Date: Sep 2018
Location: North Texas
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Quote:
I actually prefer John's idea to use the Wendol as a template for a "nastier" human culture, but I can't call them orcs.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#4 |
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Join Date: Aug 2004
Location: Pacheco, California
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I have tried my hand at an orc society. (Based of course on the French)
https://www.hcobb.com/tft/The_Humongous_Fungus_Trip.pdf
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-HJC |
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#5 |
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Join Date: Jan 2018
Location: Sydney, Australia
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Agreed. I've toyed with orcs being ST 9 DX 8 IQ 7 + 8, negatives to reactions, negatives to resisting various mind control magics (hence commonly used as Dark Lord cannon fodder), positives perhaps to resisting diseases and what have you, superior dark vision but nothing magical. But there needs to be a better reason for taking them than "I want a 25 point Melee character" and I don't know how to do that.
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#6 |
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Join Date: Jun 2019
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I also don't think of TFT orcs as being very distinct, and have always preferred using Goblins anyway, although mine are a little bigger and stronger than the classic TFT goblins, without being as dumb as the hobgoblins. I also prefer them quicker, with a minimum MA of 11 and a maximum of 13. If they are aware you're in one of their tunnel systems, they will catch up with you if they want to before you get out.
While I designed a social system for mine as well, the greatest distinction they always had when we played back in the day was that were truly a nocturnal species, which actually is rather in keeping with Tolkien. Consequently they never got picked as PCs, though we never had a rule against it. Besides the fact the other PCs all disliked/feared/hated Goblins, who'd want to be the one PC in the party on a different sleep cycle than everyone else? And with being nocturnal, they came with (what we called) Night Vision. It was the opposite of Day Vision. A Goblin saw as well in total darkness as anyone with Day Vision saw in full sunlight. We had a whole 5 level lighting scale that went from one extreme to the other, with Gloom/Overcast being the middle at which both diurnal and nocturnal races had an equal -1 DX penalty. Any darker would favor Goblins over Humans, and brighter would favor Humans over Goblins. You never encounter one of our Goblins outdoors on a sunny day, because they'd be at -5 DX besides being in pain. But travel by night, and the tides would turn.
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"I'm not arguing. I'm just explaining why I'm right." |
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#8 |
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Join Date: Oct 2015
Location: New England
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Goblins and orcs are synonymous in Tolkein’s works.
I don’t use orcs in my games for the same reason that I don’t use halflings, elves, and dwarves: I want a game world more distinct from Middle Earth. That said, if I were to play in Middle Earth, I’d model normal orcs on TFT goblins and Uruk-hai on TFT orcs, since my impression is that Uruk-hai were bred to be as large and as strong as a Men while normal orcs were most dangerous in numbers. This is a bit of an oversimplification—Tolkein’s orcs were far more capable than the Jackson films (especially The Hobbit) would have one believe. |
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#9 | |
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Join Date: Aug 2018
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Quote:
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#10 |
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Join Date: Oct 2015
Location: New England
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Yes, in the game world I am currently using for TFT campaigns, only human PCs are allowed. There are, however, plenty of monsters and entities beyond the ken of humankind. It's a bit more like the world of Howard's Hyborean Age than it is Tolkein's Middle Earth, though magic is considerably less hidden than it is in either of those.
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