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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="Saeviomagy" data-source="post: 1640649" data-attributes="member: 5890"><p>Well - if he's investing more in hp and defense, he's sacrificing offense. IOW he's made a sacrifice fo his powers... So where's the problem?</p><p></p><p>Level drain is exactly the same as hitpoint damage for effect - it's a little nasty when it happens, but after the fight you just let the cleric refill you and the problem is over. And if he can't refill you, you leave, rest up and then get him to refill you. It's just different spells. I've never known anyone willing to continue adventuring with negative levels onboard.</p><p></p><p>The only thing the warforged has over a flesh-and-bone adventurer is that he personally doesn't need to stop for that. But if the rest of the party does, being able to continue doesn't actually aid him.</p><p></p><p>Frankly IMXP, level drain has just made the cleric's job much more boring, because he's memorising an entire spell level of restorations instead of actually being able to have fun. He loses the big bennie to clerics in 3rd, which is spontaneous catering to party needs, and is back to being a heal machine. And that sucks. More or less the same goes for poisons - except that the penalties for poisons are much more tenable, and people are much more likely to continue adventuring while poisoned - providing it doesn't hamper their character too bad.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1640649, member: 5890"] Well - if he's investing more in hp and defense, he's sacrificing offense. IOW he's made a sacrifice fo his powers... So where's the problem? Level drain is exactly the same as hitpoint damage for effect - it's a little nasty when it happens, but after the fight you just let the cleric refill you and the problem is over. And if he can't refill you, you leave, rest up and then get him to refill you. It's just different spells. I've never known anyone willing to continue adventuring with negative levels onboard. The only thing the warforged has over a flesh-and-bone adventurer is that he personally doesn't need to stop for that. But if the rest of the party does, being able to continue doesn't actually aid him. Frankly IMXP, level drain has just made the cleric's job much more boring, because he's memorising an entire spell level of restorations instead of actually being able to have fun. He loses the big bennie to clerics in 3rd, which is spontaneous catering to party needs, and is back to being a heal machine. And that sucks. More or less the same goes for poisons - except that the penalties for poisons are much more tenable, and people are much more likely to continue adventuring while poisoned - providing it doesn't hamper their character too bad. [/QUOTE]
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