Yep. It's honestly amazing how much useful information was in AD&D that feels like it got dropped in later editions. Number appearing, ecology, a breakdown of leadership and specialty forces in appropriate groups (Orcs having x number of sub-chiefs, chiefs, percentage chance of wargs, how large their settlements get above or below ground. Below ground orcs having a chance to have ogres working with them, etc)
In my Classic D&D campaign, the PCs were captured by orcs and put through a series of trials because they had dishonorable killed the orc chief's son. The first trial was a foot race against the orc tribes best runners. The second trial had them sent into a cave to fight a fiercesome beast (a manticore) with only daggers and staves. The last trial was to battle the orc tribe's champion, a two-headed giant. As I recall, the party won all 3 trials.
I do have a setting that involves orcs. This really is inspiring. I imagined settlers settling on the northern frontiers and having to deal with orcs throughout their history. So, the orcs won't want to wipe them out. They will see their presence as an opportuity. They will try and assimilate them and use them as slaves/cattle. Then the settlers will grow in numbers despite the constant skirmishes and a new leader among the orcs will emerge, one who sees talking as a viable option. That orc leader will have to fight against prejudice, because he insists on negociating (using intimidation) because his priority will be supplies and riches, while his predecessor was more violent and took more prisoners/trophies, which looks good and prestigious but costs more resouces to maintain. I only thought of the aftermath of such a history in the nation birthed from those settlers, limiting myself to think: oh, there is a strong prejudice against half-orcs. Now I know that there are orcs out there, roaming the tundra and capturing whatever explorers, adventurers or mercenaries wandering close, and ransoming them for supplies, gold and steel. The nation itself had become so well guarded, with developed infrastructure like roads and fortifications, that they dare not attack directly anymore, unless the governement is weak. It's videos like this that enrich my settings. Thank you very much.
In my 3.5 campaign, I've reasoned that after Corellon Larethian pulled the dirty trick on Gruumsh and the orcs were left without territory of their own, Gruumsh did two things. He made it impossible to breed with elves so the enmity between them would always be guaranteed...and second, any union that produced offspring would ALWAYS be half-orc. This would be his way of ensuring his revenge on the other races would take place. Even if the offspring weren't exactly orcs, they would often create sympathy for orcs or create division in the other races to be exploited. In my campaign, you can't tell the difference from a half-orc or full blooded orc by looking at them.
Awesome ideas! The Orcs in my setting are more akin to the Green skinned orcs from Warcraft, or the Covenant from the Halo games. The orcs have a strong alliance with Goblins, Hobgoblins, and Ogres. They are still very aggressive and War focused, but it's more of a Mongolian Empire kinda of feel. Which allows players to easily make PC Orcs, Goblins and Hobgoblins without too much fuss. But more importantly, it allows me to make some very compelling encounters by utilizing the strength of several different Stat blocks. And in combat each species specializes on a particular aspect of the conflict. Similar to how the Elites, Grunts, and Jackle's work together in Halo. And Of course Ogres equipped with heavy Crossbows make for perfect Hunters from Halo. 😂 With the addition of Beast mounts, this makes for some very fun and engaging combats. I especially like pairing: Orc+Dire Wolves /Winter Wolves. Goblins + Giant Spiders, Hobgoblins + Giant Boar.
In my setting, orcs were made to kill the gods, because a prophecy says they would destroy the universe. Now that most gods are dead, they are used as shock troops against churches and cults, meaning they are some of the best counter-terror units in the known galaxy
That is kinda the way Warhammer 40k went with Orcs, they were meant to kill the old races. A group of Orks (40k terminology) actually build up energy and can create unbelievable stuff like a Warmoon and crash into a planet and millions of Orks can jump off and attack. They "breed" by a spore method, once a world has Orks they will be there FOREVER>
Great advice! I think orcs are under used. Orcs offer scary high melee damage at the lowest levels, but also high vulnerabilities that can be easily exploited. Throw in an interesting leader with his own (not obvious) motivations, and you have some great low level encounters.
Mine was Thundertusk, a nasty pig faced slaver. He HATED other orcs, considering them a threat to his place as head of his war clan of Goblin grunts. Mean, nasty, bigger than a typical orc. He met one of the PCs who was a half-orc. Behind the scenes, he had been trying to track them down. He'd kill half-orcs and elves on sight. Dwarves and Halflings make good laborers and servants. Humans are versitile. Gnomes he considered "exotic" for a high price. His band tracked the PCs down back from their adventure in the Necromancer mansion, having followed a hired wagon carrying tomes back to the fort-settlement as payment for the aid of a local mage NPC. The war clan staged an execution of the wagon driver and workers just outside the fort, confident the players couldn't place a good shot on them from the walls (Thundertusk was correct). Each one screamed at him to stop as he executed each hostage one by one until he received his prey. Otherwise, he'd storm the settlement with aid of his slaver syndicate from the west within a week. When he finally saw the half-orc PC, he lost his mind. He had been playing up the nasty evil murderer part. When Grog the Half-Orc Ranger took a shot, Thundertusk looks up and becomes enraged as the arrow sticks harmlessly on the ground in front of him. **"Bah! Half-bred mutt! I'll skin you and wear your flesh as a vest!!!"** Grog tries another shot as Thundertusk rages. ***Uka har maveth!!*** Player: Does Grog understand this? I roll. *Your Orc is a little rusty, but it's a slur you've picked up in childhood from children hearing stories from their fathers battling Orcs. It's a simple threat, but it carries more honesty than the taunts of past years: You are going to die.* When they finally caught him as a wandering encounter later with his band, it was satisfying to many of them. They turned him in to the Duke for his crimes, and was publicly humiliated before being put to death. The Orc that marked his prey by removing their pinkies and wearing them as jewelry, The Bone Collector, The Demon of Darkwood, had finally been put to the blade.
My lvl 2 party of four encountered ship full of ork pirates. 15 orks +3 npcs cr 1 or 2. No chances in direct battle, and timer - pirates are planning to slay players allies and hunt half of group. So players used all their non combat skills to make orks drunk, sleepy and diseased, and weaponised their allies commoners with poisoned spears. Other time, other characters encountered orks in good chainmails with Commander who gives extra attacks (hand of Ilneval) and ettin. Before battle orks was in stone form like statues, so characters dropped them on the floor and roped. So, I have a tradition of overhelming count of orks, that should be fought with tricks, not just swords
I like the idea here of actually putting the party up against something that they know is going to kill them and have to find a way out that isn't combat.
Orcs are a great monster because they are infinitely scalable. You can always add more, more bodies (attacks), more tactics (tactical puzzles to solve), more class levels (to scale with party level). 5E orcs really are their best in 5E, they suffer no penalties to their mental stats, making them great at anything. Throw orc spellcasters at them (there’s even one in the MM)and make the party suffer some of the pain they throw at the monsters they fight.
But I like my orcs pig-faced ! Orcs are intelligent. I play them almost like Klingons from Star Trek - revering concepts like Honor, Strength, death in combat is ideal, etc. But since they're intelligent, they also understand resource management (to which you alluded to in your "cattle" analogy). It is competition for those resources like iron, lumber, water, than brings Orcs into conflict with other races. For that reason, I like to play them as very very large tribes or even as small kingdoms where they have politically carved out a territory. And because of their intelligence, they're adaptable to any terrain, including surface-level cave systems (which are not deep enough to be considered the Underdark). I think what I like most about Orcs is that they can be that ubiquitous bad guy found anywhere - plains, mountain caves, deserts, pirates, .... that and their pig faces. ;)
My first exposure to orcs was reading The Hobbit. "Orcs were never bad guys." Orcs have always been bad guys, and still are in 5th edition. They are only not bad if you change their D&D lore. Your bog standard orcs, like trolls, are dumb. They have a 7 Int. They are not as smart as a farmer. They have low HD so they are not experienced, meaning that they are not tactical. They are brutes that rely on strength and aggression, not tactics. Even in "The Monster Know What They Are Doing" they are described his way. Again, a leader (orog, orc warchief, or Eye of Gruumsh) could have that experience and order them around tactically. But a band of normal orcs, no. They charge in and attack.
@@theGMGuide - If you don't want people posting on your videos, then close the comments. Yes, I am adding to the conversation. If you are going post about orcs and say, this is how there are and your view is contradictory to the D&D lore, then say that this is your reimagined take instead of saying it like it's canon.
@@theGMGuide The party started in Phlan, everytime the party left the town Orcs would pepper the mounts with arrows. The party was left with a choice, the casters and thieves in light armor could chase and catch the Orcs, but the fighters were in medium/heavy armor and that would leave them out of the fight for 2 to 4 rounds. Or the party could leave the dead mounts and retreat and go around, leaving the Orcs a fine feast of horse flesh. Thanks guys for the food delivery!
@sebbonxxsebbon6824 that totally makes sense, I haven't seen that tactic and range in decades. I remember when combat started 200 feet or more away. Ever since tactical table Mata long range went poof!
@@theGMGuide Outdoors you can see a long distance, it makes no sense for combat to start at close range. Why wouldn't you use ambush tactics? Why fight heavily armored fighters when you can outrun them? Orcs produce nothing of great value, they steal and kill for food. The ultimate scavengers and murderers.
WAAAAAAAAAAAAAA! I use the Ad&d rules for orc warbands number appearing 30-300. Warbands always have lairs, I like the moral conflict.
Very cool. I like the variation of war bands that you use. It allows for flexibility as a GM and makes for a good narrative.
@@theGMGuide I completely get it from a narrative perspective. It makes perfect sense.
Adnd was more lethal
Yep. It's honestly amazing how much useful information was in AD&D that feels like it got dropped in later editions. Number appearing, ecology, a breakdown of leadership and specialty forces in appropriate groups (Orcs having x number of sub-chiefs, chiefs, percentage chance of wargs, how large their settlements get above or below ground. Below ground orcs having a chance to have ogres working with them, etc)
In my Classic D&D campaign, the PCs were captured by orcs and put through a series of trials because they had dishonorable killed the orc chief's son. The first trial was a foot race against the orc tribes best runners. The second trial had them sent into a cave to fight a fiercesome beast (a manticore) with only daggers and staves. The last trial was to battle the orc tribe's champion, a two-headed giant. As I recall, the party won all 3 trials.
That sounds awesome.
I do have a setting that involves orcs. This really is inspiring.
I imagined settlers settling on the northern frontiers and having to deal with orcs throughout their history.
So, the orcs won't want to wipe them out. They will see their presence as an opportuity. They will try and assimilate them and use them as slaves/cattle. Then the settlers will grow in numbers despite the constant skirmishes and a new leader among the orcs will emerge, one who sees talking as a viable option. That orc leader will have to fight against prejudice, because he insists on negociating (using intimidation) because his priority will be supplies and riches, while his predecessor was more violent and took more prisoners/trophies, which looks good and prestigious but costs more resouces to maintain.
I only thought of the aftermath of such a history in the nation birthed from those settlers, limiting myself to think: oh, there is a strong prejudice against half-orcs. Now I know that there are orcs out there, roaming the tundra and capturing whatever explorers, adventurers or mercenaries wandering close, and ransoming them for supplies, gold and steel. The nation itself had become so well guarded, with developed infrastructure like roads and fortifications, that they dare not attack directly anymore, unless the governement is weak.
It's videos like this that enrich my settings.
Thank you very much.
Thank you for sharing your setting, love the additional context.
In my 3.5 campaign, I've reasoned that after Corellon Larethian pulled the dirty trick on Gruumsh and the orcs were left without territory of their own, Gruumsh did two things. He made it impossible to breed with elves so the enmity between them would always be guaranteed...and second, any union that produced offspring would ALWAYS be half-orc. This would be his way of ensuring his revenge on the other races would take place. Even if the offspring weren't exactly orcs, they would often create sympathy for orcs or create division in the other races to be exploited. In my campaign, you can't tell the difference from a half-orc or full blooded orc by looking at them.
Awesome ideas!
The Orcs in my setting are more akin to the Green skinned orcs from Warcraft, or the Covenant from the Halo games.
The orcs have a strong alliance with Goblins, Hobgoblins, and Ogres. They are still very aggressive and War focused, but it's more of a Mongolian Empire kinda of feel. Which allows players to easily make PC Orcs, Goblins and Hobgoblins without too much fuss.
But more importantly, it allows me to make some very compelling encounters by utilizing the strength of several different Stat blocks. And in combat each species specializes on a particular aspect of the conflict. Similar to how the Elites, Grunts, and Jackle's work together in Halo. And Of course Ogres equipped with heavy Crossbows make for perfect Hunters from Halo. 😂
With the addition of Beast mounts, this makes for some very fun and engaging combats. I especially like pairing: Orc+Dire Wolves /Winter Wolves. Goblins + Giant Spiders, Hobgoblins + Giant Boar.
Very cool, thank you for sharing... Next week is trolls, and then giant spiders
I like the idea, helps make Orcs tougher to deal with.
In my setting, orcs were made to kill the gods, because a prophecy says they would destroy the universe.
Now that most gods are dead, they are used as shock troops against churches and cults, meaning they are some of the best counter-terror units in the known galaxy
That's Awesome
That is kinda the way Warhammer 40k went with Orcs, they were meant to kill the old races. A group of Orks (40k terminology) actually build up energy and can create unbelievable stuff like a Warmoon and crash into a planet and millions of Orks can jump off and attack. They "breed" by a spore method, once a world has Orks they will be there FOREVER>
@@sebbonxxsebbon6824 that's where I got mine from ;)
I grew up with 40k and WoW xD
That's cool AF.
Great advice! I think orcs are under used. Orcs offer scary high melee damage at the lowest levels, but also high vulnerabilities that can be easily exploited. Throw in an interesting leader with his own (not obvious) motivations, and you have some great low level encounters.
100
Mine was Thundertusk, a nasty pig faced slaver. He HATED other orcs, considering them a threat to his place as head of his war clan of Goblin grunts. Mean, nasty, bigger than a typical orc. He met one of the PCs who was a half-orc. Behind the scenes, he had been trying to track them down. He'd kill half-orcs and elves on sight. Dwarves and Halflings make good laborers and servants. Humans are versitile. Gnomes he considered "exotic" for a high price. His band tracked the PCs down back from their adventure in the Necromancer mansion, having followed a hired wagon carrying tomes back to the fort-settlement as payment for the aid of a local mage NPC. The war clan staged an execution of the wagon driver and workers just outside the fort, confident the players couldn't place a good shot on them from the walls (Thundertusk was correct). Each one screamed at him to stop as he executed each hostage one by one until he received his prey. Otherwise, he'd storm the settlement with aid of his slaver syndicate from the west within a week. When he finally saw the half-orc PC, he lost his mind. He had been playing up the nasty evil murderer part. When Grog the Half-Orc Ranger took a shot, Thundertusk looks up and becomes enraged as the arrow sticks harmlessly on the ground in front of him.
**"Bah! Half-bred mutt! I'll skin you and wear your flesh as a vest!!!"**
Grog tries another shot as Thundertusk rages.
***Uka har maveth!!***
Player: Does Grog understand this?
I roll.
*Your Orc is a little rusty, but it's a slur you've picked up in childhood from children hearing stories from their fathers battling Orcs. It's a simple threat, but it carries more honesty than the taunts of past years: You are going to die.*
When they finally caught him as a wandering encounter later with his band, it was satisfying to many of them. They turned him in to the Duke for his crimes, and was publicly humiliated before being put to death. The Orc that marked his prey by removing their pinkies and wearing them as jewelry, The Bone Collector, The Demon of Darkwood, had finally been put to the blade.
Then you for sharing !😁
Although its orc psychology to rush in close and bash. I make Orc archers lethal, with their strength they can pull very heavy poundage Warbows.
I REALLY like that
Perfect timing. I was brainstorming what to run tonight!
Perfect! Looks like you have your answer. 😀
I like my orcs with sixty feet of movement, thank you...
Yes. Movment, plus bonus (this is what I meant by full movement) poor word choice.
My lvl 2 party of four encountered ship full of ork pirates. 15 orks +3 npcs cr 1 or 2.
No chances in direct battle, and timer - pirates are planning to slay players allies and hunt half of group.
So players used all their non combat skills to make orks drunk, sleepy and diseased, and weaponised their allies commoners with poisoned spears.
Other time, other characters encountered orks in good chainmails with Commander who gives extra attacks (hand of Ilneval) and ettin. Before battle orks was in stone form like statues, so characters dropped them on the floor and roped.
So, I have a tradition of overhelming count of orks, that should be fought with tricks, not just swords
I like the idea here of actually putting the party up against something that they know is going to kill them and have to find a way out that isn't combat.
Orcs are a great monster because they are infinitely scalable. You can always add more, more bodies (attacks), more tactics (tactical puzzles to solve), more class levels (to scale with party level).
5E orcs really are their best in 5E, they suffer no penalties to their mental stats, making them great at anything. Throw orc spellcasters at them (there’s even one in the MM)and make the party suffer some of the pain they throw at the monsters they fight.
Great additional info and perspective. I like it.
But I like my orcs pig-faced !
Orcs are intelligent. I play them almost like Klingons from Star Trek - revering concepts like Honor, Strength, death in combat is ideal, etc. But since they're intelligent, they also understand resource management (to which you alluded to in your "cattle" analogy). It is competition for those resources like iron, lumber, water, than brings Orcs into conflict with other races. For that reason, I like to play them as very very large tribes or even as small kingdoms where they have politically carved out a territory.
And because of their intelligence, they're adaptable to any terrain, including surface-level cave systems (which are not deep enough to be considered the Underdark).
I think what I like most about Orcs is that they can be that ubiquitous bad guy found anywhere - plains, mountain caves, deserts, pirates, .... that and their pig faces. ;)
I love the addition, except for the pig face part. I much prefer the new rendition of Orcs. Just a personal Preference.
Im thinking of orc warbrand horde and have to set traps vs them
I really like that idea
My first exposure to orcs was reading The Hobbit.
"Orcs were never bad guys." Orcs have always been bad guys, and still are in 5th edition. They are only not bad if you change their D&D lore.
Your bog standard orcs, like trolls, are dumb. They have a 7 Int. They are not as smart as a farmer. They have low HD so they are not experienced, meaning that they are not tactical. They are brutes that rely on strength and aggression, not tactics. Even in "The Monster Know What They Are Doing" they are described his way.
Again, a leader (orog, orc warchief, or Eye of Gruumsh) could have that experience and order them around tactically. But a band of normal orcs, no. They charge in and attack.
Are you adding to the conversation? Are you trying to be right? Or just a grognard with only one way to play?
@@theGMGuide - If you don't want people posting on your videos, then close the comments.
Yes, I am adding to the conversation. If you are going post about orcs and say, this is how there are and your view is contradictory to the D&D lore, then say that this is your reimagined take instead of saying it like it's canon.
@sleepinggiant4062 um actually I didn't say this is how they are. You should watch the first part of the video again.
So grognard it is!😏
@@theGMGuide - lol. Your video is how to play them tactically.
Orks were played in my campaign as Gary Gygax meant them to be played!
What?! Grognard maybe?
@@theGMGuide Orks produce nothing, except bad armor and weapons. They steal what they need.
@@theGMGuide The party started in Phlan, everytime the party left the town Orcs would pepper the mounts with arrows. The party was left with a choice, the casters and thieves in light armor could chase and catch the Orcs, but the fighters were in medium/heavy armor and that would leave them out of the fight for 2 to 4 rounds. Or the party could leave the dead mounts and retreat and go around, leaving the Orcs a fine feast of horse flesh. Thanks guys for the food delivery!
@sebbonxxsebbon6824 that totally makes sense, I haven't seen that tactic and range in decades.
I remember when combat started 200 feet or more away. Ever since tactical table Mata long range went poof!
@@theGMGuide Outdoors you can see a long distance, it makes no sense for combat to start at close range. Why wouldn't you use ambush tactics? Why fight heavily armored fighters when you can outrun them? Orcs produce nothing of great value, they steal and kill for food. The ultimate scavengers and murderers.