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<blockquote data-quote="(un)reason" data-source="post: 6132662" data-attributes="member: 27780"><p><strong><u>Dragon Issue 318: April 2004</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Countdown to Eberron: So as they said last issue, Warforged are important enough to get a teaser all to themselves. They've obviously had a lot more thought put into their development than last issue's golemoids, with careful examination of exactly which construct traits would be game-breaking for an LA+0 race, and which can be included straight, or in a modified form. They don't need to eat, sleep or breathe, but they don't heal naturally, and magical healing aimed at organic creatures only restores half, so what you gain in logistical ability will be made up for by the need to have someone with an appropriate craft skill in the party. They can't wear armor, but automatically get the equivalent of light armor, and have two mutually exclusive feats that can only be taken at 1st level that reflect how they were built and give you the equivalent of medium or heavy armor, which means they have to choose carefully, and will be a feat behind most equivalent builds in other races. They can try to figure out how to fit in with the organic races, or take racial feats which further emphasise their mechanical side. It's all very interesting from both a mechanics and setting point of view, to the point where the PHB races seem a little dull in comparison. After all, they're not giving specific races their own Complete splatbooks this edition to really flesh them out. Oh well, you've probably played them many times before. Why not create a party entirely comprised of new classes and races, see how they do. These teasers continue to do the job of selling me on the setting. </p><p></p><p></p><p>Expanded psionics preview 4: The psionics previews continue to be interesting, but not as finely tuned as the Eberron stuff, which shows who's getting the lion's share of the development budget. This time, it's a couple of new psionic monsters that once again, won't be appearing in this book, but will a couple of years down the line. Larval Flayers are what happens to illithids that aren't implanted in someone's brain cavity soon enough, turning into their own squirmy thing, and raising very big questions about their evolution process and lifecycle. Shadow Efts are less interesting. Shadowy monsters that feed on emotion, and will therefore hang around scaring and draining victims rather than actually killing them if possible. Now there's a literary cliche that turns up again and again, although more in horror stories than fantasy ones. In addition, they've introduced a psionic subtype with which to label monsters, although it doesn't really do much. What's the point of it then? About the same as the goblinoid or native outsider subtypes. All it does is make it easier to say if a creature is resistant or vulnerable to certain special powers. Oh, the joys of codifying things that most of us got along just fine without bothering to pin down. That's what years of Sage Advice does to you.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6132662, member: 27780"] [B][U]Dragon Issue 318: April 2004[/U][/B] part 6/8 Countdown to Eberron: So as they said last issue, Warforged are important enough to get a teaser all to themselves. They've obviously had a lot more thought put into their development than last issue's golemoids, with careful examination of exactly which construct traits would be game-breaking for an LA+0 race, and which can be included straight, or in a modified form. They don't need to eat, sleep or breathe, but they don't heal naturally, and magical healing aimed at organic creatures only restores half, so what you gain in logistical ability will be made up for by the need to have someone with an appropriate craft skill in the party. They can't wear armor, but automatically get the equivalent of light armor, and have two mutually exclusive feats that can only be taken at 1st level that reflect how they were built and give you the equivalent of medium or heavy armor, which means they have to choose carefully, and will be a feat behind most equivalent builds in other races. They can try to figure out how to fit in with the organic races, or take racial feats which further emphasise their mechanical side. It's all very interesting from both a mechanics and setting point of view, to the point where the PHB races seem a little dull in comparison. After all, they're not giving specific races their own Complete splatbooks this edition to really flesh them out. Oh well, you've probably played them many times before. Why not create a party entirely comprised of new classes and races, see how they do. These teasers continue to do the job of selling me on the setting. Expanded psionics preview 4: The psionics previews continue to be interesting, but not as finely tuned as the Eberron stuff, which shows who's getting the lion's share of the development budget. This time, it's a couple of new psionic monsters that once again, won't be appearing in this book, but will a couple of years down the line. Larval Flayers are what happens to illithids that aren't implanted in someone's brain cavity soon enough, turning into their own squirmy thing, and raising very big questions about their evolution process and lifecycle. Shadow Efts are less interesting. Shadowy monsters that feed on emotion, and will therefore hang around scaring and draining victims rather than actually killing them if possible. Now there's a literary cliche that turns up again and again, although more in horror stories than fantasy ones. In addition, they've introduced a psionic subtype with which to label monsters, although it doesn't really do much. What's the point of it then? About the same as the goblinoid or native outsider subtypes. All it does is make it easier to say if a creature is resistant or vulnerable to certain special powers. Oh, the joys of codifying things that most of us got along just fine without bothering to pin down. That's what years of Sage Advice does to you. [/QUOTE]
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