I was thinking and come up with the idead of Ogre clerics.
Why dont we have Ogre Clerics ?
In D&D they have Ogre Mages, we could have something of the sort with ogre Clerics.
They would not be that powerfull, but a fun combo.
I can see that Ogres cannot be mages, due to their vocal problems.
But clerics would be very interesting.
If Fire giants can be Clerics why not Ogres. Even Ferals can be clerics.
A combat Ogre cleric might give out a heavy punishment in meele, but his magic will always be sub par. Due to their low mana pool and daunting mind regeneration.
Why don't we have Stone giant Druids? 
If you want an ogre cleric, roll an ogre warrior lvl 1 and send an application. Ogre clerics are not impossible, but they shouldn't be the norm either. Opening up the combo for rolling makes them the norm, ogres are more combat oriented.
I'd be pretty keen on this idea.. Combat ogre clerics ftw..
ogre clerics? I could dig that.
how about drow rangers?
or maybe illithid... um, invoker? cleric?
Ogre Clerics would be overpowered. Just my opinion.
I dunno... a massive vuln race that relies a bit on attrition? Can path/ray like 10 times in a whole pk because of crappy mana... it seems iffy to me if it would be op.
I dunno... a massive vuln race that relies a bit on attrition? Can path/ray like 10 times in a whole pk because of crappy mana... it seems iffy to me if it would be op.
They'd have superior mana to both storm and fire giants, each of which make fine clerics. The massive hp offsets the aff vuln just like it does for an ogre warrior/zerk/ranger, and being a cleric massively weakens the mal vuln since clerics can cure most mals. The mental vuln is equal to that of a fire/storm, so again, no difference there. Enhanced hp regen would lessen the need to spend mana on curing hp.
I'm not sure they'd be overpowered, but they'd definitely be equal to the giants as clerics, in my estimation.
I dunno... a massive vuln race that relies a bit on attrition? Can path/ray like 10 times in a whole pk because of crappy mana... it seems iffy to me if it would be op.
Fire giants are also a massive vuln race and there have been quite a few successfull clerics. Also a fire giant get two practice sessions and learns a skill from 3 which means that you have much less training sessions to spend on mana which means that an ogre can end up with MUCH more mana than fire giant, not to mention that an ogre will have much easier time mastering spells/skill due to higher INT. Overall it won't be hard to get an ogre cleric above 1200 mana.
On topic though, I don't see why fire giant clerics are open and ogre clerics are not...
shrugs
The two rebuttals are both quite legitimate. But that's why I said I didn't think they'd be OP. Hehe. I never said they wouldn't be on par with giant clerics. Just not like... a massive bonus over the other races.
Balance wise:
Ogre: 24 STR 18 INT 15 WIS 18 DEX 24 CON.
Fire: 25 STR 15 INT 15 WIS 16 DEX 23 CON.
Storm: 24 STR 17 INT 17 WIS 16 DEX 22 CON.
In Stats they are very alike.
Ogres will have more HP, passing 1000, but they will eat damage like a newbie without sanctuary. They do not have the phisical damage reduction to cut their damage like Giants, and will take extra from magic.
They will also not deal as much damage as their fire counterparts.
In sum they will be balanced in Meele.
Yes, they can regenerate quite a bit, but their magic healing will be less efficient.
Imagine a Giant 100 HP and a Ogre 120 HP.
They get hit with a Magic damage with base 50 damage.
Ogre has a vulnerability and get hurt more. 50 => 75.
Now they have: Giant 50 HP, Ogre 45 HP.
Both cast a Cure spell. It heals 40 HP's.
Giant 90/100 HP, Ogre 85/120 HP's.
See the giants still has 90% of his HP's but the ogre only has 70% of his HP's.
The ogre may regenerate more HP's, but when he heals he will be healing less % of his HP's.
I think there are some holes in your logic Mya...
Balance wise:
Ogre: 24 STR 18 INT 15 WIS 18 DEX 24 CON.
Fire: 25 STR 15 INT 15 WIS 16 DEX 23 CON.
Storm: 24 STR 17 INT 17 WIS 16 DEX 22 CON.
In Stats they are very alike.
Ogres will have more HP, passing 1000, but they will eat damage like a newbie without sanctuary. They do not have the phisical damage reduction to cut their damage like Giants, and will take extra from magic.
They will also not deal as much damage as their fire counterparts.
In sum they will be balanced in Meele.
Yes, they can regenerate quite a bit, but their magic healing will be less efficient.
Imagine a Giant 100 HP and a Ogre 120 HP.
They get hit with a Magic damage with base 50 damage.
Ogre has a vulnerability and get hurt more. 50 => 75.
Now they have: Giant 50 HP, Ogre 45 HP.
Both cast a Cure spell. It heals 40 HP's.
Giant 90/100 HP, Ogre 85/120 HP's.
See the giants still has 90% of his HP's but the ogre only has 70% of his HP's.
The ogre may regenerate more HP's, but when he heals he will be healing less % of his HP's.
Ah dont storms have 25 str now?
Secondly, those numbers are bogus 
Ah dont storms have 25 str now?
Secondly, those numbers are bogus 
Storm had 23, got buffed to 24.
fair nuff,
race never appealed to me.
fair nuff,
race never appealed to me.
Seeing as how it isn't a werebeast or halfling?
Pffft I've played a total of 4 halflings in the 6-8 years I've played here.
Its not my fault that unlike your characters, mine dont condie in the first 3 months 

Before I came back, I went 'browsing' other muds. One of which allowed Ogre clerics and Illithid battlemages. Both of which I promptly ran to 50. The ogre was interesting, but hardly overpowered. The squid, on the other hard, was a nice little package. I solo'd most everything they had.
Try a faerie cleric. Much more fun, I loved playing mine (thanks Iru).
Pffft I've played a total of 4 halflings in the 6-8 years I've played here.
Its not my fault that unlike your characters, mine dont condie in the first 3 months 

Ha! I've never condied! I don't have that kind of dedication! Eat that!