Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Friday, May 3, 2013

Game Day!


This is probably the best representation of my character,
Ahnuld, Barbarian/Fighter/Favored Soul.
Finally, after weeks of having to postpone, we are set to get back to our D&D game tonight. Our intrepid adventurers have found themselves in Norway, on their way to a secret island that appears on no map. Why? To find an ancient and powerful sword that may turn the tide in the war against the powers of darkness.

That’s assuming we don’t get distracted at the mall.

I love my group, but sometimes they get a bit obsessive over buying provisions and spending our copious amounts of gold, all in the name of planning for every possible contingency. So much so that we have had several sessions that were little more than RP’d shopping trips. As the resident barbarian warrior, you can imagine that the extent of my RP during this is “Roll to see if I’m getting drunk!”

And don’t get me started on when they have the Cleric NPC commune with his god in order to ask 10 yes/no questions…

Regardless, I still enjoy the game, and the camaraderie. But this does get me to thinking about how gaming worked in the past. “Old school” if you will. I kind of miss the days when the DM would simply hold up his copy of the module we were going to go through, or read his background text for his homebrew adventure, and then say “Create a 1st level character according to the Player’s Handbook.” Nice, simple and straightforward.

Don’t get me wrong, I do enjoy games that are non-traditional, or don’t follow a published module. But sometimes I just want to roll up Ulric, human fighter and former member of the King’s Army, and have him meet his party in the Red Dragon Inn. Only to be dragged into a grand adventure that takes us to points far and wide, and dungeons deep and dark.

I guess I shouldn’t bitch (which, really, I’m not doing right now). Any game is a good game at this stage in life. Oddly enough, this lack of game over the past few weeks has made it abundantly clear to a few of us how much we enjoy the whole experience. And how much we miss it when it doesn’t happen.

In other news, tomorrow is Free Comic Book Day. I am looking forward to my annual Atomic Robo comic, as well as all of the neat stuff other companies put out. In addition, tomorrow is also Star Wars Day (“May the fourth be with you”), so maybe tomorrow afternoon we will celebrate by watching The Empire Strikes Back.

Friday, April 26, 2013

Game on!

Tonight we were supposed to have a make-up session for our ongoing D&D campaign.  We're at a pivotal point in the story, where my character (and the party, really) is about to gain a very special weapon to be used in the current war with the forces of evil.  However, real life being what it is, we won't be able to play tonight.  So, we're back on our regular bi-weekly schedule next week.

In the meantime, I and at least two other players (including my wife) are jonesing for adventure!  To that end, the other player who isn't my wife is thinking of starting a new campaign to "fill in the gaps."  I'm excited about this idea.  Probably more than I should be, or thought I would be.  This is the same friend that ran an all-day marathon session of AD&D for his birthday last year.  Now THAT was fun!

Anyways, nothing concrete is in place.  In talking with him, he says he has a lot of ideas, and would need to hash out details of how it would work; what genre, what system, etc...  This, combined with Tim Shorts' Friday Question today, as well as an email from Scott Oden yesterday, has me thinking about gaming.

I think what I would like is a game that is focused on swashbuckling adventure with pirates on flying ships, and evil sorcerors, doing battle with dashing heroes, all for the hands of maidens in distress.  Something akin to Barsoom with magic and D&D races (elves, orcs, halfling, dwarves, etc.).  That would be cool!  Maybe Spelljammer, but confined to a single world.

Of course, I could be currently influenced by the fact that I am trying to finish up my Sword & Planet tale for Scott Oden's planned anthology.

Be that as it may, I have suggested a supplement for the Pathfinder RPG, Distant Worlds.  It looks awesome, and I really like Pathfinder as the successor to D&D 3.5.  I see it as an updated Spelljammer, with a Sword & Planet feel.  Sounds perfect!  Let me roll up my Elven privateer, so that he may clash swords with that dastardly villain, Blackskull!

Friday, April 6, 2012

Relax!

It's Friday, and I feel ok. Aside from a severe jones for a donut earlier (which I just satisfied by buying a cheese danish), today has been pretty uneventful. Work is work. Some small tasks, but nothing to shake the pillars of my office. Finished my midterm exam and turned it in early. Even made a call to a lady in Alaska who is looking for help in getting her grandson out of a bad situation (that was work-related).

Tonight, it's back to our D&D game. One difference, though; my wife won't be there. You see, my 16-year old daughter is visiting from Vegas for Spring Break this week. And tonight, she and my wife are headed to Milwaukee for a concert. Why didn't I go, you ask? Well, frankly, I would just be an embarrassment. I would stick out as that dumpy dad who is only there because he has to be. My wife, on the other hand, has an edgy hairdo, cool clothes, and looks at least 10 years younger than she is. She and my daughter get mistaken for sisters all the time. Besides, the bands they are seeing are about as far from my taste as you can get and still be called "Rock" (and I use the term loosely). And although they aren't exactly my wife's taste either, they're a bit closer. Now, if it were another Bon Jovi concert...

Anyways, it will be just me and the little ones headed over to the DM's house for an evening of pain, mayhem, and destruction. Plus our D&D game.

And tomorrow is even more D&D. One of my friends (who is also in tonight's game group) is running a 12-hour marathon of AD&D (1st Ed.). We're going through the "Against the Giants" modules, and, if possible, into the Demonweb Pits. Should be a blast! Especially considering that, despite all my years of playing, I have never been through those modules.

Of course, I am playing the hulking fighter. Because that's who I am. I'm always the big brute.

On Sunday, my daughter flies back to Vegas. Not "home" but back to Vegas. And I get to miss her dearly until Summer. Fortunately, that's only eight weeks away!

So, what are your plans this weekend? Anything fun?

Thursday, February 9, 2012

D&D: Tom Edition


Ok, here are my thoughts on the creation of my own variation of the 3.5 rules.  These are just some brainstorming ideas, and I have no idea how much of this would work within the framework of the game as it exists now.  Of course, all this may be moot if 5E turns out to be something I like.  Still, as of right now, 3.5 is my favorite incarnation of D&D, so I'm going to start with that.

Attributes
Same six from each PHB, plus Comeliness from UA.

Races
Same as 1-3.5 PHB, plus sub-races from UA

Classes
Same as 3.5.  Though I may include a couple of "optional" classes.  Additionally, 2E had a cool set of rules for creating balanced classes, so I may include something like that as well (I actually had an article in Dragon Magazine about using that rule for creating "humans only" classes).

Multi-classing
Same as 3.5.  I considered going the route of previous editions, where you chose your multi-classes at creation, but I think the open method of 3.5 works much better.

Levels/XP
Same as 3.5; I may put in Level limits for Demihumans, per 1E, but I would double the level listed in most cases.  I'm not sure though.  I can see how some races would be limited in their natural ability in some classes, but it could unbalance the game, and make the rules more complex than they need to be.

Armor Class
Same as 3.5.  I like the "higher is better" as it is more intuitive.  As a possible alternate: 1d20 + Dexterity Bonus + Base Combat Bonus*.  If I do this, I would probably create an "armor as damage reduction" system.

Base Combat Bonus
Change the name of Base Attack Bonus, and allow the player to choose how to divvy up the points each round.  Add some or all to attack, defense (AC), or damage.  This would negate the need for the Power Attack feat, so Cleave and other feats that have PA as a prerequisite would need another prereq.  Probably a minimum BCB.

Saving Throws
Same as 3.5, plus the following:

Resilience – 1d20 + (Con Bonus + Wis Bonus/2)
To be used when a combination of willpower and physical stamina are needed. Such as when pushing past pain and/or discomfort to continue on. Most commonly used when the character is wounded (75/50/25% hit points; see Wounds)

Awareness – 1d20 + Int Bonus
To be used passively (rolled by the DM) or actively (rolled by the Player) to determine if a character notices something out of the ordinary, hidden, or otherwise not in plain sight.

Magic Resistance – 1d20 + Caster Level/Arcane Knowledge Skill (whichever is higher)
To be used when Arcane knowledge might provide some insight as to how to resist a magical effect. Commonly used versus Enchant/Charm spells and effects, and magical Hold effects.

Hit Points
Same as 3E.  If I use the "Damage Reduction" rule, this might be altered to something with a smaller range.

Wounds – When a character’s hit points reach a certain percentage of his maximum, he suffers possible penalties for Wounds. At the beginning of each Combat Encounter, or when attempting a Skill Check, the character must make a Resilience Save. The target number is based on the percentage of his Max HP he has left, in 25% increments:

• 75% - 10
• 50% - 15
• 25% - 20

Failure means the character loses any Attribute bonuses for that Combat Encounter (Strength for To Hit and Damage, Dexterity for AC) or Skill Check.

That's pretty much all I have right now.
 
On a side note, I like the idea of this being a single, all-inclusive book.  Something relatively short (less than 150 pages), and probably a softback.  Looking at the original Basic D&D book as an inspiration:
 

Tuesday, January 31, 2012

Back to Geeking Out


After yesterday's health stuff, I figured I better get this blog back on track with some good geekery.

A friend of mine has been bitten by the OSR Bug, and has decided to run a 1st Edition AD&D game for his birthday in April. And I am TOTALLY jazzed about it! I'm playing what I always play (the hulking warrior), but with 1E flair. Been persuing my old AD&D books in preparation already.

And AD&D books are somewhat related to something that has been on my mind today, and something I have touched on before: Artwork.

In the old books, the art was not always that great. It may be because I grew up in the 80's reading Marvel Comics, but I sometimes have pretty high standards for things like dynamic perspective, heroic proportions, and action poses (I blame John Buscema 100% for this).

So, when you look at some of the work done by guys like Jeff Dee and Erol Otis...well, they don't always measure up. However, in recent months I have come to a greater appreciation for the "imperfect" illustrations in those old books.  They had style and expressiveness in spades, and really captured a specific feel that I have come to associate with AD&D.

As you can imagine if you have read even half of my blog, I am a creature of nostalgia. It dictates many of my likes and dislikes. So, while I understand some of the weaknesses in the old gaming art, there is a certain amount of nostalgic charm that is lost these days.

With 3rd Edition, the artwork of D&D books was raised to a much higher level. Full-color illustrations by Wayne Reynolds form the standard in my mind. And I absolutely LOVE his art. As I did many of the older cover artists (who occasionally did interiors as well), like Jeff Easley and Larry Elmore. But the style is very different. It's very dark and gritty, and, well, for lack of a better word, "pointy." I miss the soft and dangerous lines of Larry Elmore.

Does that make any sense?

But, even when you consider Elmore, Easley, Clive Cladwell, and Keith Parkinson, you're still talking about 2nd Edition. Basic and 1E were filled and covered with some rather imperfect art that has become quite iconic in the intervening years. And this is something I miss. A lot of OSR stuff that I have seen (though admittedly, I haven't looked at much) seems to be going back to the old art styles. Perhaps it's because the art is cheaper (who could afford Reynolds besides WotC and Paizo these days?). But, I like to think that it's part of the whole OSR package.

On a related note, I intend to do my own cover illustration for my S&S book. The character is Conan-esque, so I will probably reference Buscema and Frazetta. Not sure how I will color it, as I am not very good at "painting" in PhotoShop, which is what I will be using. But, I think I can do something passable.

We'll see how that goes...

Thursday, January 19, 2012

Sidetracked!


I have spent the last couple of days contemplating ideas for D&D Tom Edition. I did some brainstorming, and realized that what I will probably end up with is basically 3.5E, with some modified rules from previous editions, and a few ideas of my own. In the end, it will probably be my own entry into the OSR craze that hit a few years back (Pathfinder, Castles & Crusades, etc.). So, yeah, I'm behind the curve. No worries, though. It's not like I am doing this on a publication schedule for a major company. I'm just one geek playing with his toys.

But, more on that in future posts.

Today, I am going to talk about someone who is near and dear to me. And in so doing, I am going to do that thing that all D&D nerds do, but that we all hate when others do it. I'm going to talk about my favorite character.  (If you're not interested, get out now.  I will completely understand.)

In the beginning...
Some time around 1985-86, my friend, his sister, and I decided to start a D&D campaign using the Expert Set. As I recall (it's been years since I had those books in my hands, so I could be misremembering), this set introduced the idea of Half-Elves in D&D. So, I made a half-elf fighter named Tomos.

Though visually Tomos was initially based on the Marvel Comics character Longshot, he was an idealized version of myself. His stats were phenomenal (and honestly rolled), and I have never truly matched him in that area since (though I occasionally come close). By the end of that short campaign, he was 5th level. I'm pretty sure we fudged the XP rules, but whatever. He was the highest-level character I had ever had at the time.

First Upgrade
Jump forward to my Senior year (1987-88). The old friend has graduated and his family has moved away.  That year I reconnected with some friends who I met in 8th grade, but who had left and come back three years later (it should probably be noted we were all Air Force brats living on Kadena AFB, Okinawa). They played AD&D, and had middle-level characters. We decided to start a campaign together, and they wanted to use those characters. So, I dusted Tomos off, since he was the only one even close to their level, converted him from OD&D to AD&D, and went gallivanting around Oerth with Panthrus, human ranger, and Styol Ganthral, elven fighter/magic-user.

The very first Conan
book I ever read.
About this time I was deep in the throes of my budding love of Conan and Robert E. Howard. So, when I converted Tomos to AD&D, and his 18 Strength became 18/90 (the strongest a half-elf could be in AD&D), I naturally started thinking of him as Conan with blond hair and pointed ears. But, he also had a 17 Charisma, and since we were using Unearthed Arcana, his Comeliness came out to be 19. So, he was a VERY attractive and pretty Conan. That's when his personality took off in my mind. He soon became an amalgam of Conan and D'Artagnon.

That campaign got him up to 9th level, and I had much fun with his Vorpal bastard sword (treasure from his very first campaign), with which he was Double Specialized (UA...you do the math). I had decided that Tomos had spent much of his amassed fortune on a ship, and was now a seasoned sailor and ship's captain. That worked well, since the adventure took place on an island, and it provided a neat way for the three characters to meet (they hired my ship).

Back from obscurity
I drew this in the early 90's.
Skip forward a few more years. I'm graduated and completely out of touch with all of my old friends from high school. But, I still have Tomos' character sheet. Somewhere around 1990-91, I'm in the Army at Ft. Bliss, TX, and I get the 2nd Edition books. Not having anyone to play with at the time, I proceeded to convert Tomos to 2E just for shits and giggles. Not much effort there, but I made some cool additions (remember fighter followers at 9th level?). I eventually found people to play with. But, sadly, I never played Tomos in that edition.

Cameo appearance
Jump forward again to the late 90's. I'm out of the Army, living in Salinas, CA. 3rd Edition comes out, and I jump in with both feet. Found a group through the FLGS, and started playing. After a while I get an idea. I convert Tomos to 3E, and run him in a short game that lasted all of one module. I'm not even sure he leveled beyond 9th. And it was the last time I ever saw him as a D&D character.

Fiction
Tomos has stayed with me through the years, usually as a character I planned to write fiction about (I wrote one complete story on my first PC, but lost it in the course of several moves). I would also imagine him meeting famous characters from Forgotten Realms, like Drizzt Do'Urden, where he had ported to for 3E. Of all of my characters over the years, Tomos Elvenblood (he picked up that none-too-imaginative surname somewhere around 2E) has always been very special to me.

The Future is Now
But something is missing.  I have yet to convert him to 4E. Why would I do this, when I have stated that I don't even like that game? Because I can. And because I'm a dorky completist. And because Tomos is my variation of Michael Moorcock's Eternal Champion. There is a half-elf named Tomos in every fantasy world where half-elves exist, as far as I'm concerned.  I would even venture to say there is some Tomos in Hida Gotetsu, my long-running L5R character.

So, what is the point of all of this you may ask (assuming you stuck with me through this trip down memory lane)? Well, I have downloaded character sheets from every edition of D&D, and I have decided to re-create Tomos for each one. The old character sheets are long gone, but I have a 3E version as an Excel sheet, so I will use that as the basis. I think this will be a fun exercise. It will require me to go through my old books, and maybe even find a copy of the Basic and Expert Sets (if possible). I think I still have them somewhere, but I can't be certain.  He may not be exactly as he was in previous editions, but he should be pretty close.

Either way, it will be fun to sit down for a long visit with an old friend and comrade.

Tuesday, January 17, 2012

D&D Tom Edition – Part 1: The Foundation


So, I had this great idea. In light of WotC’s announcement of 5E, I thought it would be cool to make my own Edition of D&D. This would be the equivalent of forming a mercenary company for the Edition War.

What I am proposing is to take all of the bits I like from all of the previous editions (there are even a couple of things I like in 4E), and see if I can make them all mesh smoothly into one system. Personally, I think it’s doable. All of the various editions have a few elements in common. These I consider the foundation:

Six Attributes – Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. These have never changed. In a variation of 2E there were optional modifications, but the basic attributes stayed the same. So, they will in mine as well. I will probably also add Comeliness from Unearthed Arcana.

Hit Points – This is the one point that seems to get a lot of flack from non-D&D fans. The idea that you can fight at full strength until you hit 0 HP. True, it defies logic, and I may integrate wound rules, but the basic premise of having Hit Points is a good mechanic, so it stays.

Armor Class – There have basically been two variations on this, with various third-party alterations. Either higher is better, or lower is better. I will probably go with Higher for simplicity, but either way, AC stays.

Classes – I have always liked classes, and each edition seems to have a different explanation for their use. Personally, I like 3E’s version, wherein “classes” are not the same as “professions.” Rather they are classifications for a specific set of skills, abilities, etc. So, a level in Fighter doesn’t necessarily mean you have been trained to be a professional soldier. It just means that you have learned to use a set of skills (wielding weapons, wearing armor, etc.) that are typically associated with the Fighter “class.” It’s up to you to determine how you got them.

Levels – Related to Classes are Levels. In the 1E PHB, there is an extensive explanation for the use of the term. Basically, “level” is a way to level the playing field, so to speak. It’s a way to measure one’s ability against the ability of others, including monsters and foes. Also, in 1E character levels had a title associated with them. For the most part, this was just flavor text. But in the case of Clerics, for instance, those titles could be used as Ranks within an organization. This was how I always justified level-limits for non-human characters (though I think in some cases, they were set too low). After all, how many churches would allow a half-orc to gain much power and influence within their hierarchy?

Half-Orcs – 4E lost major cool points with me when they dissed my beloved half-orcs in the Player’s Handbook. True, they included them in the PHB2, but that meant I had to buy a whole other book just to play one. But, all kidding aside, there are basic races that should always be available: Humans, Dwarves, Elves, Halflings, Half-Elves, Half-Orcs and Gnomes. Everything else is optional.

As you can probably surmise, these foundation concepts will lead into some decisions about other rules (such as multi-classing, Advanced/Prestige classes). I will admit that much of my Edition will draw heavily from 3E (or more accurately, 3.5), as that is my favorite edition, all nostalgia aside. But, if I could compile all of this into an actual RPG format, it would definitely have a more old-school feel. B&W illustrations, tables, etc.

I basically have my ideas for this already in place. But, I’m interested in hearing others’ opinions as well.  Have I forgotten or overlooked something you think is essential?

Monday, January 9, 2012

D&D 5E...?

Today Wizards of the Coast announced that it is developing Dungeons & Dragons 5th Edition (technically this will be #7, but who’s counting?). This may cause many people to roll their eyes and wonder “Again?” To that I say “Yes!” And here’s why...

First of all, it’s not like this kind of thing is new. How many editions of GURPS are there? HERO System? Shadowrun? Tabletop RPG’s are supposed to be evolving, ever-changing. Otherwise, we’d all still be using Dave and Gary’s original rules.

Second of all, 4th Edition sucks. Let me just say that right up front. Your mileage may vary, but this is my blog, so I say it sucks. And when I say it sucks, I mean that it just isn’t D&D anymore. It’s an MMO on paper. 4E tries too hard to emulate the button-mashing strategies of MMOs and video games, and leaves behind the nuanced playing and social interactions that D&D pioneered. In short, with 4E they left the D&D track, and now they need to get back…er…on track.

That being said, it’s still a fun game. The problem I had with it the few times I played was that I got easily confused about what my character could do, and when he could do it. So much so, that I found myself concentrating on that, rather than enjoying the story. Maybe I should say it sucks “for me.”

So, what would make a “perfect” edition of D&D? Well, in my opinion (shut up, it’s my blog, I said!) they already did that with 3.5. 3E was innovative in that it created a game that works, no matter how many or how few of the rules you use. At it’s core, using a very few rules can garner a very enjoyable game. But, it also provided tons of rules to make the game as crunchy or as smooth as you like. In short, if people were willing to open their minds to the possibilities presented in 3.5, and get rid of the notion of “If it’s in the rulebook, you have to use it,” it could be ANY game they wanted it to be.

Can WotC do that again, and do it better? Probably. Based on their announcement, they are relying heavily on massive playtest feedback. This will no doubt inundate them with varying ideas. But, I can see that the most popular ones will get some good treatment. And as long as they keep the game itself flexible, the rest can work as well.

One of my all-time favorite
D&D illustrations.  Inspired me on
many levels as a 12-year old boy.
For me, personally, what I would like to see is some scaling back on the presentation. Rules are rules, and with a little adjustment, I can handle most of them. But, something about the recent books (even as far back as the 3.0 books) seems overblown to me. Maybe it’s the full-color art inside. Call me nostalgic, but there was something very charming and inspirational about the B&W illustrations in the old books. Also, I rather prefer the Medieval Europe look and feel of the equipment being depicted. I can see going kind of “alien” with the demi-human races, but for the most part, I like the pseudo-realistic portrayals in older editions.

I think I still have a copy.
Also: Pricing. D&D has a long tradition of requiring the Big Three core rulebooks; Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. With those three books alone, infinite games are possible. The downside is, with production costs being so high (see my comments on art), these books run about $40 each. That’s $120 just to get the basics! Maybe they can provide variations of the game. A “cheap” version, similar to the old red book that had just about everything you needed in about a hundred soft-bound pages. That would be cool, I think.

However, as a business in it to make money, these may not be valid considerations.

In short, I want a flexible game that allows me to be as detailed or flowing as possible. One that caters to as many different play styles as possible. And most importantly, one that allows for improvised rules on the fly. That right there is, from a rules standpoint, the one issue that separates Tabletop from Computer. If my character wants to improvise by throwing his shield, he should be able to do that without much fuss, and with a reasonable chance for success. Can’t do that at all in WoW.

I wish them luck, and I will no doubt buy at least the core books when it comes out. If for no other reason than to have the right to bitch about and bash them.

Wednesday, October 15, 2008

What's in the cards...

So, last night, after overhearing some discussion on the matter here at work, I went into my closet and dug out my old L5R CCG boxes. After dusting off the old decks, and rebuilding my Crab Honor-Runner, I sat at the kitchen table and taught my wife how to play. She had played Magic: The Gathering before, so the idea behind a CCG wasn’t anything new to her. It was a matter of mechanics, and me remembering how to play. I was surprised at how much I retained after the initial start up. In the end, with a little coaching from me on how certain cards worked, she won. Not surprising. She was playing one of my Dragon decks, which had been tested and found to be well-constructed years ago, whereas my Crab deck was hastily thrown back together. Not to mention some bad luck on the draws for me. But still, it was fun, and I look forward to us playing more, and eventually getting back into the game with it’s current set (my decks are about five years out of date).

The first story arc of my D&D game was completed this past weekend. The party did well. In fact, I think I under-challenged them. But I kept their interest, and the story was fun and relatively fast-paced. I have an idea where I want to go next with it, so I will probably spend most of the day Saturday writing the next part of the adventure. This is a new tact for me. I have no clear plot in mind. I am writing each session individually, based on the actions and outcomes of the last session. It’s working well, more or less. But sometimes I have hard time coming up with what I want to happen without an over-arcing plot. Still, I have managed four sessions without any real hiccups, so no worries I guess.

Of course, it all hinges on whether I can keep myself out of World of Warcraft for long enough to actually work on my D&D game. Lately I have become obsessed with that game to a certain extent. My highest character is 59 right now, and with the new expansion coming next month, I really want to get to 70 before it hits. 11 levels doesn’t seem like much, unless you factor in the fact that I am almost exclusively a solo player. I should really start trying to team up more.

NaNoWriMo is coming soon. For those who don’t know, November is National Novel Writing Month. The idea is to write a 50,000 word novel in 30 days. I’ve tried twice before and failed. But, I will be trying again. Last year I tried writing a Mack Bolan novel. This year, I’m probably going to stick with original fantasy. Not sure what it’s going to be yet, but I have a couple of weeks to work out a concept.

Being Green is my Orc RPG, and it’s coming along nicely. I have the basic core rules laid out, a smattering of flavor text, and am preparing to detail Combat and Experience. The Experience part is going to be unique. Well, unique for me. Apparently the idea has been used in a couple of other games. But my take will be perfect for Orcs.