matthewseidl
First Post
Negflar2099 said:First of all I want to say I love the layout. I think it's very cool and makes me feel slightly better about DDI, but my judgement is still in check.
The warforged article raised a lot of questions for me though. First does the lack of natural armor mean warforged rogues would wear leather armor over their metal plates? It sounds right but looks weird in my head.
Yep, warforged in leather armor. Its strange, but keeps the balance with other races.
Second do warfored now heal naturally like all other characters? I thought they healed naturally but at slower pace, but maybe I'm confusing them with another race.
Warforged used to have issues with healing, but no more. Again, they're much more like other races at the moment.
What does they do not need to eat, breathe or sleep except you're not immune to effects actually mean? I know that if a wizard casts a poison gas spell the warforged would be affected like everybody else. I get that but if a trap fills the room with water? Will the warforged drown? I'm having trouble picturing how something doesn't have to breathe but is still not immune to drowning.
I'd probably rule that the Warforged aren't immune to any power, but that environmental issues are different. So if the trap did 3D6 water damage, they'd take it. If the trap said to use the drowning rules, then the warforged wouldn't drown.
Finally does the warforged's encounter power mean it gets double the HP , half temporary and half healing if it's bloodied? Is that right?
Thats my reading. If you're not bloodied, you just get 3+ 1/2 level in temp hit points. If you're bloodied, you also heal 3 + 1/2 level hit points. It makes warforged into great front line characters. Also helped by the fact thet after a fight, if you have time for some 5 minute rests, they can heal up to just above bloodied before needing to start blowing healing surges.