Eberron = power creep or just pushing the envelope?

Johnny, Syntax is exactly what I was thinking for a warforged, very cool.

I noticed this comment at level 5: "Syntax's armor has been enchanted with a +1 magic bonus to AC "

Someone earlier in this thread mentioned that warforgeds' armor can not be enchanted, is this correct or not?

And if I haven't said it before, your site is very cool and has completely sold me on Eberron.
 

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There armour can be enchanted they just have to stay there during the whole process. So they can't order it an pick it up later.
 

Bagpuss said:
There armour can be enchanted they just have to stay there during the whole process. So they can't order it an pick it up later.

And it's really boring because they don't fall asleep and miss some of the process.
 

Keep in mind that if you take the Adamantine Body feat, your warforged gains zero benefit from cure spells. Only repair spells work. One of the drawbacks to having armor that good at 1st level.
 

I'm not sure how much of a balance point the ability to be cured easily actually is. In most situations the party will have to find a way to cure you. So if after combat you need magic to heal, that's not a disadvantage for you, that's a disadvantage for the party cleric who won't be able to do his cool stuff tomorrow because you need magic to heal you. If cure spells only function at 50% effectiveness, that's not worse for you, that's worse for the cleric because he needs to cast twice as many spells to heal you. If cure spells don't work at all, the cleric gets to do his cool stuff but now the wizard is stuck prepping repair damage spells instead of fireballs. Out of combat, none of that is a disadvantage for the warforged himself--only for the people who have to put up with him in the party.

In combat, the half-effectiveness of cure spells IS a significant hinderance in that it means you're more likely to die when facing monsters with a big damage output. However, I'm not sure that controlling character levels or balancing characters by (more) frequent death is a good idea.
 

Vigilance said:
As the person who brought up dark sun pointed out... as long as all the races in the setting are equal TO EACH OTHER then there is no balance problem and no power creep.

Humans are an Eberron race.

Johnny said:
But in anything but barbarian or fighter, they're not going to be min-max choices.

Being bad in some classes and good in a few others shouldn't reduce your level adjustment.

Not that I think the warforged is busted, but if it turns out they're way too good at being barbarians, I would call for a level adjustment.
 

Comparison

I know they have better stat adjustments and are large, but have a look at the Maug from Fiend folio. One of my players has started playing a Maug recently (we have a 16+ lv party as a result of regular and lengthy campaining).. The manual says 3lvs + the HD. I put another lv on top because I think the construct abilites are so great. He agreed. Thats 4 lvs +2 construct hit dice (which get all bad saves) so 10 fighter levels in a 16th lv party and he is still getting a good deal. 0 lv adjustment for construct... I don't think so. Constructs don't take criticals.

eerr.. one qualifier
We play using the Conan rules, which means damage reduction from armour and massive damage limit is 20. :\
 
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Maybe I'm out of line but are the DMs here not thinking? Okay- At first level the Warforged can be this or that. Fine. If player's abuse it then have a rust monster infestation. Food to go. ;)

Frankie says relax.


Wait until the book is out THEN attack it. I know thus far I am a bit ticked by the world but this is for personal reasons (the world is too close to mine...waaay too close. 100,000 would have been nice in my bank account.)
Lets see what it has first. Dragon / Dungeon is good but I have found it never gives enough info. It is designed to build interest. 100% accurate...not always but it does build interest.

just another month folks.....
 

I'm not attacking anything I don't have, yos. I've got a list of powers, and I'm attacking that when compared to 'baseline' D&D. At first grok, those immunities are *intense*. If it turns out that Eberron is a world devoid of poison and disease, then, sure, it's a lot less significant, but something tells me Eberron has poison and disease. ;)

The half-healing is ouchey, but not handicapping; obnoxious, yes, but no more so than a Half-Orc being stuck as the party's diplomat. ;)

It's the difference between giving Dwarves a +2 on saves vs. poison or giving them immunity to it...in fact, comparing Warforged to Dwarves gives you a nice example of how aparently pathetic a +0 ECL Dwarf is in comparison.
 

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