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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="Saeviomagy" data-source="post: 1642609" data-attributes="member: 5890"><p>True, but there are other powers which do the same. And instant, or near instant death were never fun.</p><p></p><p>Meh. If you poison people, it'll be one of two kinds - 1: it doesn't really do much, and the adventure continues. The poisoned individual heals up naturally. 2: It's really nasty, and the adventure halts to get it fixed. Both scenarios still happen in a party containing warforged.</p><p></p><p>Higher level magic involved isn't really that much.</p><p>Furthermore, almost all the level and stat drainers are paper tigers - their level or stat draining will happen once, maybe twice, and then the party kills them.</p><p></p><p>My point here is that once you've hit one or two level/stat drainers, or even better, someone finds the tracks of one of these things, and makes the right skill roll, the party are likely to retreat and prepare counters. </p><p></p><p>And all of those counters are cleric-supplied.</p><p></p><p>Which means the cleric gets put on "fix stuff" duty, a role which is the big reason that people don't like to play them in the first place, and is the reason that spontaeneous healing was invented.</p><p></p><p>Unless the game is crucially time-limited, then warforged won't actually change much. And if it IS time-limited, then the vulnerabilities of warforged (reduced healing and the like) will maintain that pressure.</p><p></p><p>The only time this is really going to change is if you have an all-warforged party going into the pits of disease, poison and level-draining undead. And really - who's going to do that?</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1642609, member: 5890"] True, but there are other powers which do the same. And instant, or near instant death were never fun. Meh. If you poison people, it'll be one of two kinds - 1: it doesn't really do much, and the adventure continues. The poisoned individual heals up naturally. 2: It's really nasty, and the adventure halts to get it fixed. Both scenarios still happen in a party containing warforged. Higher level magic involved isn't really that much. Furthermore, almost all the level and stat drainers are paper tigers - their level or stat draining will happen once, maybe twice, and then the party kills them. My point here is that once you've hit one or two level/stat drainers, or even better, someone finds the tracks of one of these things, and makes the right skill roll, the party are likely to retreat and prepare counters. And all of those counters are cleric-supplied. Which means the cleric gets put on "fix stuff" duty, a role which is the big reason that people don't like to play them in the first place, and is the reason that spontaeneous healing was invented. Unless the game is crucially time-limited, then warforged won't actually change much. And if it IS time-limited, then the vulnerabilities of warforged (reduced healing and the like) will maintain that pressure. The only time this is really going to change is if you have an all-warforged party going into the pits of disease, poison and level-draining undead. And really - who's going to do that? [/QUOTE]
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