Orcs Revisted

Post/Author/DateTimePost
#1

kuraito

Feb 05, 2005 3:34:31
Orcs--one of the standard races of the D&D world--scourge the planet and are a constant threat to civilized races. Or so they should be. In reality, they are overlooked, stepped on and disregarded as weak, unthreatening and pointless. They are little more than sword-fodder for the low level PCs and after they can move on to more "interesting" enemies they are forgotten. My question is why? Orcs are truly a DEADLY race, with many possibilities for dangerous encounters with the addition of a few class levels and good presentations.

Orc Society: Orc society is not an oxymoron; Orcs are chaotic to a fault and their society reflects that. They battle constantly amongst themselves and the strong rule the weak. Leaders change whenever someone can manage to kill the old one. Orc woman are (usually) mistreated and trampled on.

Orcs are unorganized EXCEPT in war. An army of Orcs is likely to be organized, well trained and battle hardened. Orcs thrive on war and conflict and as such have learned many lessons on the battlefield. A battle-hardened Orc veteran is a challenge for most mid-level PCs as any Orc who has survived long enough to become a veteran is sure to be powerful. Orc chieftains are usually powerful warriors and are almost always backed by a Cleric of Gruumsh of similar level.

Orc Warfare: Warfare is what every Orc lives and breathes for. They do it at every opportunity and do it well. Their huge strength provides an unfair advantage and most Orcs know to use this advantage. Multiple Orcs deal insane amounts of damage and they should rarely miss. They usually follow orders and battle plans, though such plans may be poorly thought out. They usually have lots of field experience and as such, know what to do in many situations. If the human fighter with 8 Int can be intelligent when on the battlefield, so can the Orc.

Orcs favor mass charges followed by huge skirmishes. This tactic allows the Orcs strength to be brought into play from the start. The Orc charge is a devastating tactic, though it is simple, its sheer power can crush enemy lines. After the crushing charge, the battle changes into more of a one on one affair, where Orc strength dominates. Orcs also know how to hit enemies where they're weak and often nibble away at the enemy until directly confronted.

Role-playing an Orc: Orc PCs are far less common then half-Orc PCs, despite the fact that (mechanically) Orcs are FAR more powerful. Orcs are known as evil, but they are an understandable evil. They are simply animalistic creatures. They are evil because they are not taught to rein in their animal instinct and indulge their violent impulses.

Therefore, Orcs are one of the easiest races to convert. If you can show an Orc that they can resist their impulses and still be satisfied, they will abandon their evil alignment. Orcs raised by humans or other civilized races often retain little of the Orcs random violence, though the instinct to solve problems through violence will never totally leave them. Orc rage will always pound in their veins; it is simply a matter of controlling that rage.

Alternately, you can play an evil Orc, who is often little more than a brute. Those that do think past this are often consumed with hatred and jealousy because of the "betrayal" that their race endured. They believe that they deserve to own the world and all the other races stole it from them. One way to paint the Orcs in a different light is to make this legend true. Suddenly the righteous human, judgmental dwarf and arrogant elf did indeed wrong the Orc and the Orc has the right to be angry all the time and to hate them. How would your PCs handle the realization that the Orcs were indeed wronged and their fall to evil is their own fault? That they have repressed and persecuted this race for eons? Interesting Role-playing is sure to follow.

Reasons Orcs are Overlooked: Orcs are overlooked because the only way to play them so they can compete is to take advantage of their strength. As such, all Orcs should have a martial bend to them. Orc clerics are likely to be stronger than the average cleric and get into combat a lot more. This lack of other abilities limits the Orcs' options of attack. Which is really a shame as a race so iconic to the D&D world should have been made much more powerful. As it stands most DMs move to other races like the Drow to provide challenges to PCs. As it stands, Orcs are ripe for DM use, at low level all the way to epic. Which brings us to...

How to use Orcs at higher levels: Orcs gain levels too you know.
Orcs fight just as much as the average PC and gain levels at the same rate. The average Orc in the MM is not the average at all. Most Orcs likely have 2 or even 3 class levels, often Barbarian. Orc fighters are frightening in the fact they splice Orc strength with Fighter skill. Orc Clerics are just as potent in combat as they are with spells and they wield spears (one of the best simple weapons) very well.

Orcs favor throwing weapons, all the better to carry that strength bonus to damage. Try massed javelin throws on mid level PCs. They won't be happy. Orcs have a single prestige that makes High level Orcs things to be feared. Eye of Gruumsh from Complete Warrior. An Orc Barb 10/Eye 10 leading slightly lower level Eyes, who in turn lead entire tribes of Orcs, can give even epic level PCs a good tussle. Sure the wizard can kill huge numbers of them at a time, but they'll just keep coming. Especially if you take my advice and make even the weakest of them 2nd or 3rd level, then they become a dangerous force to reckon with.

How to use Orcs at Low Levels: Orc Barbarian as the final enemy of a dungeon, with 19 Str, soon to be 23 while raging. At first level, that is a NIGHTMARE for the party and at second and third levels, it can be a very deadly challenge. Especially considering the Orcs they'll have to wade through just to get to the barbarian.

Orcs thrive when magic is missing. The less magic, the better for the Orcs. The key to using Orcs is originality and thought. Orcs can be a staple race again, if just people learn that they are indeed creatures to fear. I quote the Munchkin's Handbook when I say, "Orc chieftains in magic full plate are NOT to be laughed at." That’s the attitude most PCs should have.

Said Orc chieftain backed up by his cleric advisor is sure to be tough to beat. Sadly to make the Orc a viable race you have to munchkin them. Being anything that doesn’t take advantage of their strength handicaps the Orc brutally. Orcs are smart enough to know that. Why do you think they like Falchions (lots of crits to multiply Str damage) and Great axes (Huge damage and deadly crits)? Orcs shouldn't be the scum of the world, they should be their munchkins. They should be the power gamers of the world. Dwarves know to take advantage of their races abilities by wearing heavy armor and using big weapons. Orcs should do the same and then some. Stop disregarding the Orc. They may not be fancy, but they get the job done.
#2

zombiegleemax

Mar 08, 2005 2:51:12
I love this article. "Orcs as munchkins of the world..." that's priceless.

I was guilty of simply updating Orcs with higher CR monsters, but you've inspired me to keep orcs to the end. Huzzah!
#3

friendofthedork

Mar 10, 2005 5:44:38
Although I agree that Orcs can be devastating even at high levels, so can any other race that advances in level. a 12th level Goblin scout can be a problem even for a 12th level party when he sneaks into the camp at night to attack sleeping characters.

Orcs have really one advantage--strength. They are stupid, lack common sense and are perceived as unsophisticated miserable creatures. Some are better than average, and any successful orcish king or chieftain should have pretty good mental stats and not just be the strongest in the clan. Strong leaders may seize power, but only the smart and wise may keep it.

As for tactics in war, orcs are probably the simplest of most savage species. They favour ambushes rather than honorable combat, but their chaotic bent means they do not obey orders well unless scared, and despite their bloodlust they'll soon break if their fear of their enemies exceeds that of their leaders.

Still, since a single orc can easily kill a human in one of one combat, only a very disciplined force can stand against them and defeat them. When strong, cunning and feared leaders rise among orcs and unites several clans into an army, orcs are indeed a threat than can destroy human nations entirely.
#4

knight_of_spades

Mar 10, 2005 20:33:11
Great article. The only thing I disagree with is that most warrior orcs should have more than one class level.
#5

draco_strang

Mar 11, 2005 4:43:09
Pretty good article. I also follow the school of thought that dictates the upgrading of orcs.

My PCs are always running up against humanoid enemies that are on their level, if not tougher. Bugbears, hobgoblins, kobolds, orcs and goblins can really be a pain in the ass if they've got class levels.

Once again...good write up.
#6

alathayn_dup

Mar 14, 2005 11:20:57
Agreed, except for the more than one class level thing (I'm from the "NPC's shouldn't gain xp the way PCs do" camp). I prefer Goblinoids though, more variation. The only "subraces" I allow are goblinoid kinds, I view goblinoids as a great group of highly mutable humanoids that share one ancestry.
#7

zombiegleemax

Mar 15, 2005 21:26:00
Damn straight! Orcs are one of the finest races to pit against the PCs.

Orc leaders, real leaders with mental stats, can be a real pain for players given the right circumstances. Keep in mind, the orcs have been fighting elves, dwarves, and the like for thousands of years. Even the dumbest orcs would use intelligent tactics.

I suggest the use of fire: burn elven forests, smoke the dwarves out of their caves, give each orc in an army his own campfire (old trick in the real world, the army looks bigger), etc.

Also, orcs can tunnel like dwarves. Tunnel under elven forests and collapse the trees, make a new path into the dwarven citadel. These are tricks that any orcish commander should use.

Open battle, as pointed out, is the orcish strong point. Remember, orcish clerics have access to the same massive battlefield spells as any cleric, depending on the level: flame strike, storm of vengeance, firestorm, control weather. Use the warpriest class from Defenders of the Faith!

Great article. My favorite race in this game deserves some recognition!
#8

greyseed

Mar 24, 2005 20:03:12
Man, I love orcs. One of my all time favorite races. One time the party was trying to get through the orc's homeland (homebrew campaign) to find a great oracle who lived in the middle of it. They were scared, not cocky. When they ended up in an impromptu rescue mission with some human adventurers who had been captured.

Lesse, the PCs were about 13th level, there were six of them. 10 1st level orc warriors, 10 2nd level orc rogues, 4 7th level orc barbarians, 2 9th level orc druids. The combat spanned an entire village, and took about 90 minutes of real time. They limped away, barely alive, out of spells, and out a few wands and potions. Orcs can be scary, if you just try.
#9

zombiegleemax

Mar 29, 2005 0:16:36
In my campaign I have set up Orcs as the "barbarian" counterpart to the civilized races. Goblinoids are vermin, hated and despised, but Orcs are feared. Orcs are essentially equal to Humans, Elves, or Dwarves, but have organized their entire society for war, to the exclusion of all higher pursuits. Indeed, I am following Tolkein's suggestion that much of what Humans know of war has been learned from the Orcs.

As individuals, Orcs are chaotic, and except in times of absolute warfare more Orcs are killed by their fellows than by their enemies. But the rule of might has created an iron hierarchy and a people bred for war that can be quickly organized into a brutally efficient fighting force.

I suppose I've justified this chaotic individual/lawful army model by using Klingons as an example, and by looking at Tolkein's description of massive Orc armies. Of course I've made changes, and converted Orcs into nature-worshippers who have turned away from the Gods that have been unable to secure victory for them. They produce powerful Druids and Rangers and their mastery of the woods is comparable to that of the Elves. They have a custom of using Pass Without Trace en masse to keep their enemies guessing as to their troop movements. Wizards are virtually unknown, but Sorcerers provide an offensive punch, and Orc Barbarians can inspire fear even in the hearts of the bravest.

Orcs have developed an extensive military-industrial complex using slave labor. Their alchemists mass-produce crude potions that are useful on the battlefield - basically designed to keep the Orc infantry alive until they can close ranks with their enemies. I've allowed Orcs to produce potions in keg-sized portions at half cost, but the crude materials and formulas cause side effects. For example, the heavy infantry normally takes a Potion of Protection From Arrows (which thickens the skin and gives -2 to Dex, Fort save DC13) and Potion of Resist Elements (Fire) which burns as it goes down for 2 points of Con dmg, Fort save DC13. Healing Potions cause Wisdom damage.

The campaign is set in an isolated fortress that endures periodic Goblin raids. However a resurgent Human empire to the south has driven a powerful Orc confederation into the mountains where they begin to conquer the Goblin tribes in the valley surrounding the town. The party began by dealing with the displaced and desperate Goblin tribes before they discovered the root cause of the instability.

The group was 8th level when the first Orc attack hit the fortress. They each commanded 6 militia NPCs as well, and were responsible for defending the main gate. The mass combat using full D&D rules actually worked surprisingly well, but the battle took 3 evenings to play out.

First the slave auxiliaries (Goblins, Kobolds, Hobgoblins, Gnolls and Bugbears, led by Ogres with chains and grappling hooks) flooded the battlefield. The party decimated the attackers with Fireballs and arrows. To their amusement, a retreating Goblin unit was destroyed by a Wall of Fire cast by an Orc Sorcerer behind the lines. To their amazement, an Orc officer strode through the Wall of Fire, unaffected, to begin lopping heads off the surviving treasonous Goblins.

After the Goblins had performed their duty of absorbing Fireballs, the Orcs pressed the attack with 4 phalanxes of heavy infantry. The front ranks had tower shields, followed by a row with reach weapons, then a line of archers. The Resist Fire and Protection from Arrows potions helped, but after one phalanx was destroyed halfway to the wall the Sorcerers posted to each unit became invisible and began counterspelling the Fireballs.

Meanwhile, 3 ethereal Orc commandoes raised the portcullis and opened the gate beneath the unsuspecting party. Orc Rangers used Invisibility and Fly potions to hide themselves inside the town and begin sniping at the wall from behind. More Rangers with Spider Climb potions ran up the wall to engage the defenders. Things looked grim, but the party managed to kill the infiltrators, close the gate, and destroy the heavy infantry before the walls. They held on long enough for the fortress' ancient "last ditch" defenses to be activated, which drove the attackers from the field.

The point I was trying to make was that the Orc army had been engaged in centuries of warfare with powerful enemies, and so had developed technology and tactics designed to maximize the strengths of their infantry. These methods were intended to be devastating when unleashed on the backwater campaign setting. The players prevailed, but have developed a healthy respect for Orcs, and will now have to scramble to prevent the Orcs from crushing the town in their next attack.
#10

korimyr_the_rat

Mar 30, 2005 5:57:17
Of course I've made changes, and converted Orcs into nature-worshippers who have turned away from the Gods that have been unable to secure victory for them. They produce powerful Druids and Rangers and their mastery of the woods is comparable to that of the Elves.

I haven't gone quite as far as you have, but I do something similar-- I like to use a lot of parallelism in designing PC races and assigning their roles in society, and I see Orcs as the Evil counterpart of Elves. They are disorganized, militant, and close to nature. They don't share the Elves' love of or facility with magic, but they make up for it with battle rage and sheer inhuman toughness.

One of the ways I've demonstrated this is the Orcs' Favored Gestalt: Barbarian/Ranger, as opposed to the Elves' Ranger/Wizard.