[Eberron] Revisiting Warforged

irdeggman said:
Warforged also have an unbalanced ability adjustment (not inn their favor)

+2 Con, -2 Wis, -2 Cha.

Con and Cha are equal (see dwarf) so that leaves a penalty to Wis.

Actually, unless this is a change in the Eberron specific game ... this ability modifier system is an equal ratio. Con = Dex = Str = Cha and Wis = Cha and Int = Wis and Int. [See DMG p. 173] I've always understood the dwarf to actually signify an imbalance is ability modifiers in the dwarf's favor.

But, either way, this is not a huge point. Just felt like making it and getting something right today. Unless its a change in Eberron, of course. Then I'm wrong again...
 

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ForceUser said:
To add to what others have already pointed out, I'd like to note the warforged character's most striking disadvantage--spells of the healing subschool are only half effective...

Having just finished in a campaign playing a Warforged Fighter, I most definitely agree; healing was a bit of a pain in the… armour…!?!

And we were not a party without healing either! We had a Cleric and a Bard and a Wizard in the group. And we regularly visited major urban centres. And I maxed out my Craft skill so that I could repair myself.

The fact of the matter was that the Cleric and Bard’s healing was much more effective on the meat; they would heal me, but were slightly reluctant to do so. The majority of the time it was done at the end of the day, and just enough so that with my own repairs I would be on full for the next morning (although, I did have fun with this – when the group camped for the night, I would continually strike my coffee cup with my pen and make a tink-tink-tink sound). Likewise the Wizard repaired when he could, but most of his magic was offensive in nature.

Potions, Scrolls and Wands were purchased and we did get by, but it was a fact to which we did have to pay close attention; a conscious motivator for the character, rather than an assumed one (like with most D&D characters and campaigns).

As a last resort I was going to put points into Use Magic Device, just so I could carry and use a couple of Wands of Repair Light Damage - in case I got separated from the group… but the campaigned finished before I could start down that path.

And enchanting took days out of my schedule; rather than just buying a new set of armour or leaving it to be improved, my attendance was mandatory. It was an inconvenience and I found no advantage to it what-so-ever.

Not breathing – this came up once only. Twice if you count the fact that my character couldn’t possibly swim (a bit of a circular argument). It was a minor boon, if that. In reality it only mitigated existing disadvantages.
 

XCorvis said:
That is an excellent point, and one I had forgotten. Thanks!

That reminds me of another wf issue - not needing to breathe. That's like getting a free necklace of adaptation at first level. :\

:) You are Welcome!

As far as the breathing is concerned, failed swim checks + current = warfarged drifting (being pushed) in a direction he may not want to go. You still have visibility to worry about. Muddy murky waters make it near impossible to see where you are going. Visibility is also reduced under water, especially water that is underground, really deep, or dark outside.

Warforged are also immune to a lot of poisons. Fine, if object or door X is trapped with something poisonous and the warforged just decides to trigger the trap because he is immune, then reduce or negate the xp for overcoming said trap. You only get XP for challenges.

How do warforged behave in extreme weather? Arctic tundra, desert, swamp, etc, etc.

I think that part of the biggest problem here is the wand of eternal repair damage. Can that be used every round, all day long, day in and day out? If not, maybe having more than the standard amount of fights per day is required. Make them use their resources a bit.

Try something like this:

Party ends adventure by killing the BBEG. Non-permanent items have pretty much all been used up. Spells gone, and low on hitpoints. Now it's time for the journey back, wandering monsters. Make them run, hide, give them a challenge (but don't try to kill them) on the way home.
 

Nonlethal Force said:
Actually, unless this is a change in the Eberron specific game ... this ability modifier system is an equal ratio. Con = Dex = Str = Cha and Wis = Cha and Int = Wis and Int. [See DMG p. 173] I've always understood the dwarf to actually signify an imbalance is ability modifiers in the dwarf's favor.

But, either way, this is not a huge point. Just felt like making it and getting something right today. Unless its a change in Eberron, of course. Then I'm wrong again...


Con =
Dex or
Int or
Wis or
Cha

That is any of them not a combination of 2 like Str = Int and Wis

So like I said the ability adjustment is unbalanced to give the race a minus to balance out it's other characteristics IMO.

And dwaves - +2 Con/-2 Cha are considered balanced via ability adjustments per the DMG.
 


ForceUser said:
As an aside, the fact that your main healer is a ranger with a wand suggests to me that your party is still low level. That trick doesn't work for in-combat healing once you're fighting hill giants, vampires, and other such nasties that can truly bring the pain. So good luck with that.

I predict deaths. :p

They're right about at that point. ;)

However, a wand of cure light wounds is the cheapest way to heal after a combat, as long as you're not pressed for time. Very few parties above 4th level will willingly adventure without at least one. I can't see them giving up the wand, but they do carry more potent potions now.

This will probably be a bigger issue in my next game - Shackled City. Lots of dungeon crawls, so the party will need to manage their resources more than in my current game.
 

Note that healing the warforged is twice as expensive and takes twice as long as well. Sometimes 'time' matters and having to spend 15 rounds healing the party instead of 10 could mean the difference between life and death, or perhaps a few rounds of extra readiness of the foes.

Later on it'll take the whole wand to heal him up which can be a bit difficult.. or he could pick up a wand that will heal him without the half effect, but that wand wont help anyone else so there could be times when this becomes a problem, along with having to find a way to actually use it.
 

Creeping Death said:
...if object or door X is trapped with something poisonous and the warforged just decides to trigger the trap because he is immune, then reduce or negate the xp for overcoming said trap. You only get XP for challenges.
Another good point. Or maybe I just need to slip in some Rusting Grasp traps a couple of times.

Creeping Death said:
How do warforged behave in extreme weather? Arctic tundra, desert, swamp, etc, etc.
The necklace of adaptation just removes your need to breathe. It doesn't adapt you to hostile enviornments anymore.

Creeping Death said:
I think that part of the biggest problem here is the wand of eternal repair damage. Can that be used every round, all day long, day in and day out? If not, maybe having more than the standard amount of fights per day is required. Make them use their resources a bit.
Eternal wands can be used only twice per day, but have no charges. Otherwise, they're similar to wands.

My DMing style certainly could be contributing to my issues with warforged. I tend to have very episodic adventures so the party is usually back someplace safe rather quickly. I'll try to stretch things out a bit and see what happens.
 

XCorvis said:
The necklace of adaptation just removes your need to breathe. It doesn't adapt you to hostile enviornments anymore.

It does seem a little expensive for what it does..

But I guess it does protect against certain breath weapons and the like.

I havent checked older editions in awhile, didnt it used to be about 50k and protect against a whole pile of things? Much like the 'Adapt Body' power of the psion actually, now that would be worth an amulet slot!

XCorvis said:
Eternal wands

I love these things ;)

Although in choice of price whether to have these or pearls of power is a tough choice sometimes.
 

So should stuff like Necklace of Adaptation be free? Since its effects are just one in a list of things WF get? Couple hundred GP?

Can I pick up a Paralysis-Only Ring of Freedom of Movement for my high level character so I can stop getting geeked by Blasphemy? Like me one of them.

And some light fort armor. That's not very much either, I hear.

There's just SO MUCH there.

--fje
 

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