| 1st edition orcs. Note: NOT Mexican. |
| My kobolds are more pale, scrawny goblins than the mailed dog-men of the MM. |
| Once we were kings. |
| 1st edition orcs. Note: NOT Mexican. |
| My kobolds are more pale, scrawny goblins than the mailed dog-men of the MM. |
| Once we were kings. |
| All the orc images on the internet are crap. Here's a typical coastal native village from the 19th century (this is a S'Klallam tribal village near Port Gamble). |
Half-Orcs are boors. They are rude, crude, crass, and generally obnoxious.
| Nothing halfway about this guy.... |
| From Wikipedia |
Ah, AD&D...still king after all these years.
My kids are only now just starting to discover the majesty and mystery of that tome we call The Players Handbook. At first, they were only really using the ability score and equipment tables...now, they're starting to dive in.
As I suspected, their first excitement simply came from the fact that we were playing Dungeons & Dragons again...the boy made an elven fighter, the girl made a halfling ("kender") fighter/thief. Both were approaching the game much as one might a game of B/X or OD&D (their previous forays into D&D), though of course there was some confusion ("What's ring armor?" "What's a bastard sword?" etc.). They were both happy to purchase guard dogs.
Everything else they've taken in stride. I don't think they've noticed, for instance, that armor class goes to 10, or that weapons do different damage versus large creatures.They prefer to shoot arrows into things anyway. They appreciate the extra hit points, of course, but those are always a precious resource and never in large enough supply.
But playing D&D has once again fired both kids' desire (though my son's especially) to run the game. And Diego drafted a dungeon to run AD&D for myself and his sister. And he was tres shocked when I brought a ranger to the table. "What the heck is that?" Maybe you should read up on the new sub-classes and races in the book, I suggested. And, oh boy, did he...now he's trying to get his sister to roll up an assassin or an illusionist, while he himself created a ranger of his own...though his has a bow (unlike mine).
[I am so tired of the ranger archer trope]
I am glad their imagination has been sparked; my own has had a jumpstart as well. However, I will whine that the old complaint still lingers: it's frustrating that one has to wait and wade through novice challenges without being able to get to the higher level content (i.e. "the good stuff"). When last we left off (last night) the party was just attacked by a handful of fire beetles, who appear to be getting the upper hand (AC 4 is especially rough for low-level PCs to hit). It may soon be time to create new player characters...too bad, as they just spent the gold and time to train up to 2nd level.
[ah, AD&D]
For the curious, I will list the particularities of the game I'm currently running:
And that's about it. Um...yep. Everything else is being used as written. I'm only going to worry about changing things if/when we run into a "snag" in play.
Regarding the campaign setting: as I wrote the other day I am taking it extremely slow with regard to putting things together. The world definitely has a "post-apocalyptic" vibe to it, though in the way of Bakshi's Wizards rather than Dragonlance/Krynn. Orcs, for example, are simply mutants. They are not a particularly "fecund species;" instead, mutants (caused by bad magic/radiation/something) are found amongst most species. A "half-orc" is the mutant offspring of a genetic human; tainted areas of the wilderness might give rise to a higher percentage of "half-orcs" in the population. Orcs proper are bestial descendants of such creatures being driven into the wilderness, forced to band together in tribal communities, further mucking up their own blood lines. Such creatures have an antagonistic relationship with the races that have spurned them.
[goblin kind, on the other hand, are an actual, non-mutant species. They're enmity towards dwarves are based on rivalry born of competing subterranean species; their hostility towards humans and elves come from these latter groups being allies with dwarves. Kobolds, in my game, are simply "small goblins," (like gnomes are "small dwarves") not dog-headed gremlins]
| Typical orcish horde. |
I've often, in recent years, considered orcs to be something akin to the sword & sorcery trope of "beastmen," creatures that, AD&D, would normally be modeled by the mongrelman creature found in I1: Dwellers of the Forbidden City and later (published officially) in the Monster Manual II. The justification for this comes directly from my reading of the Tom Moldvay's (B/X) description of the orc:
"Orcs are ugly human-like creatures who look like a combination of animal and man."
...the first time ANY physical description of orcs (outside of coloration) is given in any of the D&D books. To me, it conjures a bit of an Isle of Dr. Moreau vibe, and I'm happy to run with that...especially the idea of such mutant creatures setting down their own laws and traditions in an attempt to build some semblance of "society."
But, again, I'm digressing. And I have errands to run. The Seahawks are playing tonight (we'll see how THAT goes...), and since the MLS playoffs don't start (for Seattle) till Tuesday, that means my weekend should be very freed up for Dungeons & Dragons. Rainy days in November are good for gamers!
: )
| Not all orcs are alike. |
Intelligence in B/X play is a little less spelled out than other editions. For my games, I categorize monsters (that is, any non-PC species creature) into four categories of intelligence:
Sentient
Beagle
Animal
Non-
Sentient beings are the equivalent of humans: they have language and reasoning ability and the potential for writing and inter-species communication…they may be dumb or clever, but they can put together plans.
Beagle intelligence is the equivalent of my beagles: they don’t really have language, though they have means of expressing themselves and they are clever enough to open doors, climb fences, hide (themselves and their possessions), and exhibit behavior other than simple instinct. Creatures like ghouls, rock baboons, and B/X troglodytes fall into the “beagle” category.
Animal intelligence is based on biology and instinct, generally categorized by terms that begin with the letter “F”: food, fear, fire, fight, flight, and f**king, etc. Bears and owl bears fall into this category, as do insects and slimes, alien though their particular drives may be.
Non-intelligent creatures are those that have no capacity for self-generated thought; these are programmed automatons like statues and zombies and golems. They only act as they are commanded by their creator/master, and without command they do not act.
Sentient beings are the only monsters that are “tool users;” if a lesser brained monster wields a weapon, it is either entirely incidental (like a baboon wielding a tree branch “club”) or was equipped by someone other than the creature itself (for example, a skeleton wielding a sword or a lion with metal-shod claws). Conversely, any monster described as using weapons or being “highly intelligent” (like vampires) can be considered sentient.
Sentient humanoids up to “ogre-size” (i.e. HD 4+1 or less) are assumed to have an intelligence of 9-12, according to the description of the spell Charm Person (page B16 of the Moldvay rules). They’ll speak their own language and any other that the DM deems appropriate for their species (or mentioned in their description). Creatures larger than ogres (minotaur and giants, for example)…well, their intelligence will need to be determined by the DM. As Intelligence affects nothing but languages and literacy in B/X, it’s really a matter of how often you want such a being to receive a saving throw versus Charm Monster.
The orc is the baseline monster in B/X.
Orcs deserve their own post for another time, but for now we’re just looking at its fighting stats. An orc warrior (the standard antagonist PCs will encounter, not the non-combatant women and children) is the equivalent of a 1st level fighter/man-at-arms:
AC 6 (leather and shield), Hit Dice 1, average hit points 4.5,THAC0 19, damage 1-6 (as a weapon in other words), average damage 3.5 per hit. True their morale is better than baseline (and worse than baseline without a leader), and they have both infravision and daylight penalties, but for the most part they are the equivalent of a 1st level fighter with 9-12 in all categories (including strength and constitution).
[the normal human described in the Basic set is the equivalent of what Conan would sneeringly refer to as a “civilized man”]
With orcs as a baseline, one can put the other humanoids in their proper pecking order of humanoid tool users:
- Kobolds (average hit points 2.5, THAC0 19, average damage 2.5 due to general “shrimpiness”).
- Goblins (average hit points 3.625, THAC0 19, average damage 3.5…equivalent to a 1st level fighter with a CON of 6-8).
- Orcs (as stated: equivalent of the average human 1st level fighter)
- Hobgoblins (average hit points 5.5, THAC0 18, average damage 4.5. Gygax’s version of Tolkien’s Uruk-Hai, these are the equivalent of fighters with STR and CON of 13-15).
- Gnolls (average hit points 9, THAC0 18, average damage 5…equivalent to a 2nd level fighter with a STR of 13-15).
- Bugbears (average hit points 14.5, THAC0 16, average damage 5…equivalent to a “goblin hero,” a 4th level fighter with a CON of 6-8 with a STR of 13-15).
- Ogres (average hit points 19, THAC0 15, average damage 5.5…equivalent to a 4th level fighter with a STR of 16-17).
- Minotaur (average hit points 27, THAC0 14, average damage (with weapon) 5.5…equivalent to a 6th level fighter with a STR of 16-17 and a +1 attack bonus, perhaps due to ferocity).
Okay, great…so why do I bother writing all this up? Aside from the “fun of it,” this is just the set-up for my post on SHIELDS.
***EDIT: I realize that Hit Dice originally come from Chainmail (like ogres being worth four men "+1"), a game system I still haven't managed to acquire. Please forgive my reflections from a B/X-centric perspective.***