Wild Orc Warrior Improvements

Started by Nihm, May 17, 2009, 11:58:54 AM

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Nihm

These guys seem to be intended as the tanks for the more damaging archers and berserkers.  They do very little damage on a hit and die rather easily, and are a very common spawn throughout the module.  They're also the main unit on the orcs quests which are perhaps getting a bit too easy.
 
Therefore I suggest these guys be given some more hitpoints and ac to help them do their jobs.  As it is now they are one of the weakest spawns around.

Luke Danger

And the Orcs from LOTR were much better?

Keep them as they are, every army has meatbags to throw into battle. Their strength is sheer numbers.

Egon the Monkey

*ahem*
Players of level 10 self-buffing PCs are not allowed to comment on mob difficulty. :P

QuoteThey do very little damage on a hit and die rather easily, and are a very common spawn throughout the module
They can do some decent damage, and are a danger if they get past tanks, and as a common spawn, you want weaker mobs. Not everything should be a challenge one on one with a PC. And as Danger points out, undisciplined Orcs in loincloths aren't greatly resilient solders, but they are strong and numberous.

Drakill Tannan

I find the orcs qute dangerous already.

SkillFocuspwn

They can do 10 damage on a reasonable hit, 30 on a crit, and they come in mobs of 7 or 8. They seem fairly difficult to me.

AfroMullet

Isn't that like the point? For them to die quickly? Cannon fodder and such.

Gippy

You should keep in mind that these are quest monsters as well and that any change in them would force a re balancing of orcs 1, and 2. I suggest we beef up Ymphian Cockatoos personally.

lovethesuit

A couple HPs and one or two ACs couldn't hurt.

Relinquish

They're fine as it is, considering they are riddled throughout the entire module, and shouldn't they not be at 100% considering their losses and fatigue from red elient and whatnot?

Crod Mondoon

I do not quest with the uber elite, well not until recently, but the groups I have done orcs with, all died, multiple times..they seem quite tough as is..if they are not a challenge, move on to Orcs 2, or I hear there are these things called Mist Ogres, have a go at them..

Drakill Tannan

After doing orcs 2 i can assure you i see the orc warriors perfect to fit their roll: They either distract you while the berzerkers strike 2 critcals in a row from behind, make you feel safe so a diciple of -whetever- makes a death attack on you, gather up parties so shamans can cast fireballs or simply block your way so archers can sneak attack the hell out of you.

They are not damage dealers, they aren't tanks either, they are the enemy who forces you to pay him attetnion while others begin to act.

Fine as they are.

Ommadawn

I'm against any change. These guys are quite capable of ruining your day as is.

SN

Let the DM's work on something more interesting than adding 1 AC here and removing 1 AC there.

Orc warriors are good as it is, they usually spawn in spawns of three, and if they go on a crit rampage, they can pretty much send you to Kelemvor's domain with ease if you're not buffed.

Ommadawn

Quote from: Starless Night;126300Let the DM's work on something more interesting than adding 1 AC here and removing 1 AC there.

Orc warriors are good as it is, they usually spawn in spawns of three, and if they go on a crit rampage, they can pretty much send you to Kelemvor's domain with ease if you're not buffed.

I know.   -_-

Luke Danger

Quote from: Starless Night;126300Orc warriors are good as it is, they usually spawn in spawns of three, and if they go on a crit rampage, they can pretty much send you to Kelemvor's domain with ease if you're not buffed.
[lamejoke]
Which domain, Protection, Repose, Travel, or Law?

[/lamejoke]


And agreed, let the DM's work on things better than add a AC or remove a AC point, unless of course it'd be reasonable to do so.