Orcs aren't inhuman or alien. They live in the same cultural world as humans, dwarves and elves, so there is going to be overlap between the two. To make inhuman and alien orcs the orcs will need to be non-humanoid and actual aliens. But once you take that step and you make inhuman alien orcs they aren't orcs, they are inhuman aliens that someone has slapped the name orc on.
Its that paradox that people want something different, but not too different. The orcs can be different, but they still have to be recognizable as being orcs. As for a long time staple and old hat, I wrote this more than seven years ago and only cut n pasted it to the Citadel in 2005. It's by no means fresh now.
I do thank you for appreciating my approach to the topic even if you didn't find it groundbreaking, breath taking, or risk taking Go to Comment
At first I was worried that this was going to be another knock=off of the desert dwelling Fremen of Dune, or worse, Tuskan Raiders. Instead I find myself both amused by their unusual yet effective appearance and by the biological aspects of male versus female in their society. Nicely done. Go to Comment
Two thought came to mind while reading this thread, one was the basic law Conservation of Mass, and the second was the concept of inertia. Conservation of mass would go along nicely with Ria's comments on conjuring and summoning, it all has to come from somewhere. The prime example might be the summoning of an elemental where at least some amount of the elemental being summoned must be provided. Taken to one extreme, this might require a raging bonfire as opposed to a candle to summon a fire elemental. On the other, following with Luke's mention of the magical theory of contagion, the candle is merely a symbolic link of fire and the elemental is able to draw enough ephemera/elsewhere fire to create its mass. Summoning food, or mundane monsters becomes more problematic. Summon a warhorse, somewhere else, the spell has effectively stolen a warhorse. This could be circumvented with the assertation that all conjuring and summoning spells summon 'celestial' or 'infernal' beasts that just mimic normal creature and thus are not included in the conservation of mass.
Inertia is another concept that might bear explaining. Thus goes with the assumption that the concepts of fate and destiny are very real, something quite common in most accepted fantasy. Things are intended to happen, for whatever reason, ranging from maintaining the cosmic balance of mischance and good luck to the games of divinity. Perhaps it was designed that a person should break their arm for X reason, be it humilty, or the continuing of a mundane healers experience. When magic is used to effectivly unbreak the arm, inertia seeks to correct its course. Perhaps the character suffers another broken arm in short order (though this might seem heavy handed to players who avoided the first broken arm) or someone in the general vicinity becomes the recipient of the injury.
My two cents.
Conservation of mass - matter can be neither created or destroyed, only altered in physical form. In practical terms, a fire doesnt destroy a piece of wood, it turns it back into en equal amount of smoke, heat, and gas. Go to Comment
Rambles some, but certainly has some good ideas. I like the concept of the sword technique being used in an RPG, the Final Fantasy: Tactics game has a similar skill for the samurai job, with the effect of the sword draw dependant on the sword being drawn, one sword emited a healing spirit, while another called the wails of the dead. I think it would be interesting for in an game school of such skill-magic. I dont know if I would consider them magi, since I doubt very much there will be any spellbooks, though the sword and the action of drawing, or mimicking the draw could be verbal and somantic components. Go to Comment
Busy, yet somehow the place always seems dusty, and smells of old paper and nervous students. More distant from the Quadrangles would have to be the dormitory ward, where the students would lodge when they were not at lecture. Go to Comment
While it may be to setting specific, it does have a great deal of value. I like the entire concept of a civilian area being dedicated to veterans followed by the slow and inevitable decline of the area into vice, corruption and sin. In the end a possible theme could emerge that nothing good comes from war. Well done. Go to Comment
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.