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Sunday, June 18, 2023

Why no PC half-ogres in Felltower?

DF Felltower has a rather restricted list of races and templates for a DF campaign.

It's pretty typical early AD&D fare, largely - two varieties of elves, half-elves, half-orcs, one kind of dwarf, halflings, and a Felltower-specific but GURPS-derived goblin race.

But no half-ogres.

That's despite half-ogres being an AD&D race - if you used Gary Gygax's rules from Dragon magazine. And despite years of me using half-ogres in my games, ranging from my GURPS Forgotten Realms game that ran for most of the 90s to the game that followed that. They've had a long and positive history in my gaming.

But not Felltower.

One reason is that they didn't appear in DF3, and I didn't feel like adding on too many races. I eventually added goblins, true, so it's possible a new race can be added.

Another reason, and the big one, is that for a megadungeon game with extremely limited town issues, they're basically a point crock. In this case, they cost less than the sum of their valuable parts do individually, and their disads mostly retrict things that don't actually limit the character in any way that matters. You suck in town? Yeah, sure, so do half-orcs and barbarians and most scouts. And that's about it. Folks can do your town things for you. In the meantime, though, they're a very affordable way to get a pile of ST and so on.

That's also because DFRPG doesn't use SM for PCs, so they're SM 0. They don't even suffer from the downside of size. They're just human sized social problems with a lot of ST and HT for 20 points. Yeah, -1 IQ, but big deal - make a knight or a barbarian who doesn't really care about a -1 to skill rolls they don't intend to make a lot of and you're fine. Spend 5 on Per and/or Will if you really care.

For me, that's an issue. Purely social issues with lots of stat upsides. The similar half-orc spends 20 points for +1 HT (nice, but not huge) and Night Vision and some resistance bonuses and gets social issues. So some nice upsides, with downsides that aren't a big problem. But net/net, your character options get limited for a few things you can just buy on several templates. The half-ogre . . . eh, +3 ST for 20 points makes it a must-have for strong fighters and barbarians. They'd quickly become a standard for shirtless savage barbarians. Non-half-ogre barbarians and knights would likely become exceptions. It's just too much value for certain types.

And that's swayed me against adding them.

4 comments:

  1. Poof! On DF3:15 a Half-Ogre appears.

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    Replies
    1. Huh, nevermind. I guess the latter reasons were the ones.

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  2. I've proposed the following in the past:
    Reduce appearance to Unattractive (net +4)
    Add Klutz (they break a lot of stuff, net -5)
    Add Cultural Adaptability (net +10 points)
    Add Perk "Always Ready for Clubbing" (+1 pt - ignore up to 4 points of penalties when improvising club type weapons)

    But they are probably still too good.

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    Replies
    1. I agree with the last sentence. In a combat-centric game, anything that gets better at combat while giving up non-combat abilities is a good tradeoff. Make them SM+1 (and thus SM+2 as barbarians), perhaps, give them all Bloodlust so they have to roll to avoid wasting blows to "make sure" of fallen foes, or something else along the lines of reducing their combat options and maybe we're okay. But it's easier to just say no.

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