[Eberron] Revisiting Warforged

XCorvis said:
I'm interested in other opinions. How have the warforged been in your games? Are they really ECL +0 or are they closer to +1?

With the proviso that I make warforged as vulnerable to energy drain as the next creature (since they have CON like a living creature and not - like a construct), I found that the warforged PC in my campaign worked fine. He died at 3rd level, but was neither too overpowering or too weak.
 

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The built-in armor is only an advantage for the first few levels and quickly becomes a disadvantage after that.

The main reason is time. Fighter A, a dwarf, can commission a new set of armor and go off and do other things in the meantime. Fighter B, a warforged, has to sit there for the full amount of time it takes to enchant him. When you get to the mid levels and higher this is extremely onerous, especially in a campaign with a plot that actually advances with time.

In some of the games I've played, the WF needing to sit around for, say, 9 days (+3 armor) would have been a HUGE problem, because the world (or at least the neighborhood) would be getting blown up in the meantime. :)

Even in games where the DM allows time for crafting, there are often long periods of time broken up by occasional breaks; in those long adventuring periods, the WF can't upgrade his defenses; dwarf fighter A at least has the chance to find a nicer suit of armor in a treasure hoard.

On top of all that, the WF has to spend a precious feat on his starting armor, where dwarf fighter A just has to spend a renewable resource, gold, and will often have enough to get his own set of full plate (leaving only the DR as the difference) sometime during level 2-3.

This means, for example, that a WF fighter can't get cleave at level 1 if he wants to have a decent AC. He can't get both EWP (bastard sword) and power attack. Losing your second feat at level 1 to get a one level jump on armor ownership isn't a really great trade in my opinion.
 

I think the main disadvantage is the lack of a combat feat (slightly offset if the WF is a fighter) than the time. I have never, ever see a game where at least a week or so passed between adventures (often as much as six months), as the PCs winded down and looked after their needs. Even enchanting the WF into a +1 armor takes only 2 days.
 

Patryn of Elvenshae said:
Not strictly true.

SRD said:
Originally Posted by SRD, Wilderness, Weather, and Environment
4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.

You'd think they'd list that under the swim check definition.
Then again, personally, I think that in general a creature swimming, made check or not would likely get this penalty. Swimming in water (for land-based humanoids) IS flailing about, after a fashion. It's just a more effective flailing if they're making their checks.
 

Rules for fighting underwater are on page 92 of the DMG, including a chart of the various penalties involved. Normally if you can't make your swim check (assuming of course that you don;t have a swim speed, or FoM) you're "off balance" which causes you to lose your dex bonus to AC (and gives your opponents another +2 to hit). But if you're walking on the bottom you have "firm footing" which also allows you to fight semi-normally without making a swim check.
 

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