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*TTRPGs General
Eberron = power creep or just pushing the envelope?
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<blockquote data-quote="fuindordm" data-source="post: 1599992" data-attributes="member: 5435"><p>The thing about the warforged is that their extra powers are all defensive in</p><p>nature. I think you can stack a bunch of defensive abilities on a race and </p><p>still have it balanced for ECL 0, because whether or not the abilities come into</p><p>play is almost entirely up to the DM. Sure, you could get an all-warforged</p><p>party going to clear out the disease-ridden swamps of Gorn and capitalizing</p><p>on one of their immunities, but in a mixed party all these extras are going to</p><p>be handy only once in a while. They don't translate into raw power the way</p><p>that the half-orc or hobgoblin +2 to Str does.</p><p></p><p>(Tangent!)</p><p></p><p>I'm starting to wonder, actually, what advantages a warforged unit would have</p><p>over a human unit in the army.</p><p></p><p>You never need to feed them, and you don't need to worry about them getting</p><p>dysentary. They don't get drunk, drugged, or tired. They can keep fighting all</p><p>day if necessary.</p><p></p><p>But--they get wounded just as easily as a human, need to be repaired by</p><p>artificers, and are still subject to almost all the same magic--even fear spells.</p><p></p><p>I think the main advantage of the basic warforged is independence and mobility.</p><p>If you need to get a unit somewhere fast, you can force-march the warforged</p><p>all day and all night and they'll be good to go when you get there. You can also</p><p>send them off without a supply train, or leave them somewhere for months</p><p>just waiting to spring an ambush. That's a pretty cool benefit. It's not that they're</p><p>such awesome fighters (I question whether generating an adamantine warforged</p><p>is cost-effective compared to an armored knight), but that they can do things that</p><p>human units can't. </p><p></p><p>The more I think about it, the more they sound monkish rather than tankish. And</p><p>I never hear anyone complaining about monks being overpowered.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1599992, member: 5435"] The thing about the warforged is that their extra powers are all defensive in nature. I think you can stack a bunch of defensive abilities on a race and still have it balanced for ECL 0, because whether or not the abilities come into play is almost entirely up to the DM. Sure, you could get an all-warforged party going to clear out the disease-ridden swamps of Gorn and capitalizing on one of their immunities, but in a mixed party all these extras are going to be handy only once in a while. They don't translate into raw power the way that the half-orc or hobgoblin +2 to Str does. (Tangent!) I'm starting to wonder, actually, what advantages a warforged unit would have over a human unit in the army. You never need to feed them, and you don't need to worry about them getting dysentary. They don't get drunk, drugged, or tired. They can keep fighting all day if necessary. But--they get wounded just as easily as a human, need to be repaired by artificers, and are still subject to almost all the same magic--even fear spells. I think the main advantage of the basic warforged is independence and mobility. If you need to get a unit somewhere fast, you can force-march the warforged all day and all night and they'll be good to go when you get there. You can also send them off without a supply train, or leave them somewhere for months just waiting to spring an ambush. That's a pretty cool benefit. It's not that they're such awesome fighters (I question whether generating an adamantine warforged is cost-effective compared to an armored knight), but that they can do things that human units can't. The more I think about it, the more they sound monkish rather than tankish. And I never hear anyone complaining about monks being overpowered. --Ben [/QUOTE]
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Eberron = power creep or just pushing the envelope?
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