THE WHOLE HALF-OGRE...
Ideas for finishing what EGG started
by Roger Moore


 
 
Dragon Races - Best of Dragon, Vol. IV Dragon 73

In From the Sorcerer's Scroll in issue
#29 of DRAGON Magazine, E. Gary
Gygax discussed the addition of new --
and reasonable -- character races to the
AD&D game. (Editor's note: This
column was reprinted in the BEST OF
DRAGON Vol. II anthology, under the
title "Humans and hybrids.") In particular,
he outlined the game parameters of
the half-ogre, the offspring of human and
ogre parentage.

From what little I've heard about the
campaigns other people in the world
have, I've noted, as he has, that half-ogre
characters do enjoy some measure of
popularity. Despite the limitations the
half-ogre has in intelligence, dexterity,
wisdom, and CHA, and regardless of
the other obstacles a half-ogre may
encounter in an AD&D environment,
the race does constitute an enjoyable
alternative to humans, dwarves, and the
like. Those who prefer 'pure' AD&D
rules can exclude half-ogres from being
player characters, but can use them as
NPCs, henchmen, and hirelings.

Some work is needed to flesh out the
race, whether for use as player characters
or non-player characters. Half-ogres may
become fighters or fighter/clerics only if
used as player characters; NPCs are
allowed to be clerics only, in keeping
with the guidelines in the PH.
DMs might amuse
themselves with a rare bird who has some
very low level (2nd at highest) thief or
assassin abilities, to throw a wrench into
players' plans. Half-ogres can advance to
an unlimited level as fighters, but cleric
advancement stops at fourth level.

In addition to learning common,
ogrish, orcish, and troll tongues from
their ogre parent, half-ogres may learn
one additional language as well but no
more. The base movement rate of half-ogres
is 12".

Half-ogres range from 7' to 8' in height
(80 + 4d4 inches) and weigh between 315
and 425 pounds (305 + 10d12). Skin color
and hair color is variable but tends to be
brown, greyish, black, dull yellow (skin
only) or one of the above with a slight
grey-green hue. Most half-ogres have
human-like eyes, though about 20% have
the white pupils common to ogrekind.

The initial age of a half-ogre when his
or her adventuring career begins is 15 +
1d4 years for fighters, 20 + 1d4 years for
clerics, and 24 years for fighter/clerics. An
aging table for half-ogres, developed
along the lines of the one on p. 13 of the
Dungeon Masters Guide, appears below;
for the effects of aging, also see the DMG.

Young Adult: 12-18 years
Maturity: 19-40 years
Middle Age: 41-80 years
Old Age: 81-110 years
Venerable: 111-140 years

Alignment for player characters is a
touchy subject, since most adventuring
groups are full of paladins, rangers,
patriarchs, and evil-hating neutrals.
Player characters can become true neutral
or chaotic neutral to circumvent this
problem, making a few steps in the direction
of chaotic evil when no one is looking
but generally maintaining a workable
balance of alignments. I would not personally
prefer to allow a good-aligned
half-ogre player character in a game, and
if I had to I'd remove all the influence of
the ogre parent -- including all knowledge
of any language but common and
other human tongues.

There are a number of advantages and
disadvantages to being a half-ogre that
Mr. Gygax's article did not address. On
the positive side, their greater size and
mass allows half-ogres to use bastard
swords one-handed and still get the full
damage figure of 2-8/2-16 from such a
weapon. Greater size and strength would
also allow the USE of a rod of lordly might
or hammer of thunderbolts to better
advantage. Like all beings but humans,
half-ogres are immune to lycanthropy.
Large shields would prove to be easier to
manipulate for a half-ogre than a human,
and offer the best protection for such a
large body. Protective rings, bracers, and
amulets may be used by the race.

On the negative side, half-ogres are
never psionic. The alignment tendency
toward chaotic evil makes the acquisition
of henchmen and hirelings difficult, and
can lower loyalty scores (as noted in the
DMG). The cost of armor and clothing is
high, perhaps two or three times the
norm for any other humanoid. Halfogres,
once slain, will stay dead unless
raised by a wish or the use of a rod of
resurrection, requiring the same number
of charges as a half-orc of the same class.
(However, poisoning may be reversed
using the appropriate cleric spells, as
with any other character.) When struck by
any weapon, half-ogres will always take
damage as size L beings (Beware those
two-handed swords!). They are also too
big to ride anything but a huge horse or
an elephant, neither of which is readily
available or of low cost.

Going deeper into the rules, there are
even more factors working against the
half-ogre. Numerous magical items that
vary in effect with the user's weight
become less effective when used by a
being that weighs an average of 370
pounds. Magical boots, brooms, armor,
robes, cloaks, and magical walking or flying
steeds either won't fit, won't work
very well, or won't work at all for a halfogre.

Q: In issue #73, half-ogres are said to have
trouble using magical boots; however, the
DMG says that magic boots will expand
to fit creatures of up to giant size.

A: The DMG also notes, for boots of levitation and
boots of speed, that heavier
creatures will make these devices less
effective. Certain other sorts of magical
boots will work for half-ogres, but some
won't. The half-ogre's exceptional size
and weight need to be carefully considered
when they use many sorts of magical
items like these.
(79.14)

Enterprising DMs may insert a
potion of half-ogre control into the
appropriate place in the chart on potions
of human control in the DMG, and leave
such lying about for discovery by enemies
of the half-ogre. The +3 hammer
(dwarven thrower) and hammer of thunderbolts
will affect a half-ogre as they will
a full-blooded ogre. Even as big as they
are, half-ogres aren't big enough to fully
employ either the mattock or the maul of the titans.

And half-ogres, whether PCs
or NPCs, are -2 'to hit' against dwarves
and -4 'to hit' when fighting gnomes,
because of the skills of those smaller races
at battling bigger folk.

After all that, one wonders why halfogres
as PCs would be any
good -- as Mr. Gygax pointed out. Well,
in a few words, half-ogres are the best
darn door-openers in the whole universe.
Those wimpy little kobolds clutch their
ridiculous little spears and whine in unison
when 7'6" of solid muscle smashes
their door to splinters and walks in, and
even other larger monsters tend to have
serious reservations about attacking
unless they belong to the kamikaze school
of combat philosophy. Half-ogres might
be able to cause orcs or half-orcs to call
off attacks, or relate to ogres and trolls on
a friendly basis (they all go back a long
way together), and can absolutely terrify
local human populations into leaving the
half-ogre's party alone, simply by smiling
and revealing those fangs that Daddy or
Mommy Ogre left them.

These influences and potentials are
subtle things, certainly, and DMs may
not always take them into account. If the
player enforces this sort of attitude by
emphasizing, in delicate ways, that his or
her character is bigger and tougher than
anyone else in the party, other people
will tend to go along with the idea.
Wishes or the appropriate magical manuals
and tomes may bring a half-ogre's
weak characteristics up to more acceptable
levels, and help even out some of the
imbalance the player might perceive. It
should be noted that there is no difference
in maximum ability scores for male and
female half-ogres. Both can have up to
18(00) strength, though only as fighters or
fighter/clerics.

As pointed out earlier, having halfogres
as PCs is up to the DM
and the kind of campaign he or she wants
to run. I believe they have some merit, at
least as NPCs, and can add interesting
new perspectives to the game. It is to
them (in particular to Gi-Joe and John
Grond, the two best half-ogres in our
campaign) that this article is dedicated.
Now, go forth and beat those kobolds
into little pieces!

I. Half-Ogre ability scores
Strength: 14-181
Intelligence: 3-122
Wisdom: 2-123
Dexterity: 3-124
Constitution: 14-185
Charisma: 2-86

1 -- Roll d6: 1 = 14; 2 = 15; 3 = 16;
4 = 17; 5 or 6 = 18. Fighters with 18
strength add +25% on roll for exceptional
strength, up to 18(00) maximum.

2 -- Use 3-10 if human parent is
below norm in intelligence.

3 -- Use 3-10 if human parent is
below norm in wisdom.

4 -- Use 3-10 if human parent is
below norm in dexterity.

5 -- Roll d6, applying the result
the same as for strength.

6 -- Double the charisma score
for effective score vs. ogres and
other half-ogres.

II. Racial preferences
Half-ogres are preferred (P).
Half-orcs are tolerated (T).
Humans are regarded neutrally (N).
All others are hated (H).
Note: These work both ways.

III. Special characteristics
Infravision range is 60'.
The languages of ogres, orcs, and
trolls are learned only if the ogre parent
is present.
Two hit dice of the appropriate type
are gained at 1st level; progression is
as normal at 2nd level and above.
Half-ogres have swarthy, dull complexions
with dark, lank hair.

The preceding guidelines are paraphrased
from information contained in
the original article, "The Half-Ogre,
Smiting Him Hip and Thigh" in From
the Sorcerer's Scroll, DRAGON issue #29,
by E. Gary Gygax.
 

Q: Can half-ogres be barbarians?

A: They can behave in a barbarous fashion, but cannot be of the
barbarian character class. They lack the dexterity and agility of
humans and cannot perform many of the barbarians' basic skills.
Half-ogres could, however, be raised in barbarian tribes and be
considered members of such a tribe, though they would still be of
the fighter class.
(76.65)
 

Q: Why do half-ogres have such low charismas?

A: No one really trusts them. They often have their ogre parent's
nastier habits, and many of them are chaotic evil. While they
might not look particularly ugly (though some of them do) and
might appear quite competent and powerful, social prejudice
and their own behavior tends to strongly limit their charismatic
effect toward other races.
(76.65)
 

Q: How do half-ogres feel about other humanoid creatures?

A: Use the 'Humanoid Racial Preferences Table' in the DMG;
half-ogres will feel about the same way as regular ogres do
toward other creatures.
(76.65)
 

Q: Do half-ogre characters (as described in DRAGON Magazine
#73) count as 'giant-class humanoids' for purposes of rangers'
attacks against them?

A: No; half-ogres, like half-orcs, are not entirely 'humanoid',
and rangers do not get any bonuses against them like they do
against normal (full-blooded) ogres.
(76.65)


 

Q: Why are the ability scores for half-ogres rolled differently than
for other races?

A: Certain of the ability scores for half-ogres are considerably
higher or lower than the human and demi-human racial norms.
The change in die-rolling the ability scores is intended to reflect
this difference.
(76.65)

Quote:
Originally Posted by Gray Mouser
Colonel, I was recently reviewing the write up of the half-ogre that you did in Dragon and which Roger E. Moore expanded upon later.
I was curious as to whether you had any half-ogre PC's in your campaign and, if you did, how they fared in play.
I'd be especially interested in the reaction of NPCs when confronted by a half-ogre in a town setting, viz. the reaction of the inhabitants towards the PC.

While half-orc PCs are described as belonging to the 10% of those fellows tht can effectively pass for human I didn't see anything similar stated for the half-ogre.
While they probably wouldn't be killed as quickly as a Drow PC I can't imagine half-ogres getting by for extended periods outside of somewhere such as Iuz or the Horned Society!

Thanks!

Gray Mouser


The idea of half-ogres is one to which I no longer subscribe.
About as close to a half-ogre in my campaign was a PC's henchman ogre that was bitten by a werebear.
The resulting transformed NPC creatiure was of an alignment quite opposite that of the ogre--and his master, Terrik, as well.

Your observation regarding the viability of a half-ogre character in a human or demi-human community is quite apt.

Cheers,
Gary

Comments
Extra XP for extra greatness!