Pandemonium Purger
Posts: 1337
Joined: Saturday, 7th July 2012, 02:28
Location: Limbo
Ogre aptitudes
- Code:
Og: Fighting: 3!, Short: -4*, Long: -3*, Axes: -3*, Maces: 3!, Polearms: 0, Staves: -1, Slings: -3, Bows: -3, Xbows: -3, Throw: 1, Armour: -2, Dodge: -1, Stealth: -1, Shields: -1, UC: -1, Splcast: 1, Conj: -3*, Hexes: -3, Charms: -3, Summ: -3*, Nec: -3*, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3, Air: -3, Earth: -3*, Poison: -3*, Inv: 1, Evo: -1, Exp: 0, HP: 3!, MP: 0
Ogres are a pretty funny race, what with their huge fighting/maces apts and seemingly an above-average spellcasting apt.
The problem is just that you may find useful trinkets like this on D:6 -
And actually think about whether or not it would be worthwhile to even bother training axes for a bit, even with the +4 crosstrain bonus the aptitude would still only be +1 - and your plan is to go big clubs regardless.
So my proposal is to simply nudge some aptitudes up a (big) notch:
- Code:
Og: Fighting: 3!, Short: -4*, Long: 2, Axes: 2, Maces: 3!, Polearms: 2, Staves: -1, Slings: -3, Bows: -3, Xbows: -3, Throw: 1, Armour: -2, Dodge: -1, Stealth: -1, Shields: -1, UC: -1, Splcast: 1, Conj: -3*, Hexes: -3, Charms: -3, Summ: -3*, Nec: -3*, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3, Air: -3, Earth: -3*, Poison: -3*, Inv: 1, Evo: -1, Exp: 0, HP: 3!, MP: 0
They would still be pigeonholed into going clubs, since giant clubs are really good and very abundant weapons - but this way they would still have the opportunity to have fun with other weapons if they happen to find something great.
I would like their spellcasting to be even higher - and their throwing being +2 (because there are races with +3 and +1, but none with +2), but those are minor issues compared to this grotesque weapon limitation they have.