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Why are Warforged so bad?
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<blockquote data-quote="Von Ether" data-source="post: 2156599" data-attributes="member: 15582"><p><strong>And 3.0 Druids were spotlight hogs too!!!!</strong></p><p></p><p>Some of this warforged "demands extra attention from the DM" reminds me of my 3.0 druid and my GM who always said I was whinning.</p><p></p><p>* He'd roll his eyes during low level games when I mentioned my best spell at the time, Entagle, was useless in the dungeons. (for some reason we never faced outdoor ambushes at the time.)</p><p>* My animal companions were always running away from any undead or demonic encounter because "real animals would do the the same."</p><p>* I was a munchkin for suggesting that I might need a Dire animal compainion at higher levels ... until <em>Call of the Wild</em> came out and suggested the same ... and added Legendary critters on top of that. </p><p>* My druid class was so "broken" when I used Wind Walk that the GM shut down the game. (Evidently when the spell let us be the ambushers, not the ambushees, the game was too much for the GM.)</p><p></p><p>Long story short, the GM just wanted to run adventures as is, without taking the party's unique mix into account ... something very basic to good rpging. Lesson learned from the player end, I don't see the warforged being any different. </p><p></p><p>Currently I'm running an Eb game and I am COUNTING on the warforge's immunities to kick in for couple of encounters. To be frank, I am having a harder time trying to fit undead encounters into the flavor of my combats so the paladin has more to do. (I want to focus on a bio/magic game with dalkeyr rather than undead with the Emerald Claw.)</p><p></p><p>As an aside, I see most of my combats as "encounters," not plots. I learned a long time ago not to leave plot point hinge on a combat unless it’s against the villain’s lieutenants or the final villain himself. At that point, it’s a win/win for me. If the guy goes down, that’s what’s expected. If the party fails, then we have either a reoccurring villain, a death trap scene or adventure hooks for new PCs (“He killed my brother!”). Mostly because trying to make d20 PCs go unconscious or imprison DnD players mostly ends up badly in the games I’ve played.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 2156599, member: 15582"] [b]And 3.0 Druids were spotlight hogs too!!!![/b] Some of this warforged "demands extra attention from the DM" reminds me of my 3.0 druid and my GM who always said I was whinning. * He'd roll his eyes during low level games when I mentioned my best spell at the time, Entagle, was useless in the dungeons. (for some reason we never faced outdoor ambushes at the time.) * My animal companions were always running away from any undead or demonic encounter because "real animals would do the the same." * I was a munchkin for suggesting that I might need a Dire animal compainion at higher levels ... until [i]Call of the Wild[/i] came out and suggested the same ... and added Legendary critters on top of that. * My druid class was so "broken" when I used Wind Walk that the GM shut down the game. (Evidently when the spell let us be the ambushers, not the ambushees, the game was too much for the GM.) Long story short, the GM just wanted to run adventures as is, without taking the party's unique mix into account ... something very basic to good rpging. Lesson learned from the player end, I don't see the warforged being any different. Currently I'm running an Eb game and I am COUNTING on the warforge's immunities to kick in for couple of encounters. To be frank, I am having a harder time trying to fit undead encounters into the flavor of my combats so the paladin has more to do. (I want to focus on a bio/magic game with dalkeyr rather than undead with the Emerald Claw.) As an aside, I see most of my combats as "encounters," not plots. I learned a long time ago not to leave plot point hinge on a combat unless it’s against the villain’s lieutenants or the final villain himself. At that point, it’s a win/win for me. If the guy goes down, that’s what’s expected. If the party fails, then we have either a reoccurring villain, a death trap scene or adventure hooks for new PCs (“He killed my brother!”). Mostly because trying to make d20 PCs go unconscious or imprison DnD players mostly ends up badly in the games I’ve played. [/QUOTE]
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