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<blockquote data-quote="Wrathamon" data-source="post: 6370994" data-attributes="member: 7989"><p>I think Hit dice and the Death save are good places to expand on</p><p></p><p>Warforged from 3e basically didnt bleed out (that system you lost 1 hp every round till you hit -10 and warforged didnt. they just stayed - basically auto stabilized) but I think giving them the chance to is interesting and makes sense, They do have "blood-like" fluid. </p><p>Instead of having more death save slots maybe they stabilize on 1 success instead of 3 or they have advantage on death saves.</p><p></p><p>as for the healing 1/2 thing. </p><p></p><p>I can see a warforged feat (or racial feature that they get at higher levels like drow) were they get self repair and get extra Hit dice for "repairs" to help offset the 1/2 healing on cure magic. </p><p></p><p>Actually, that is a good question. How much lore wise is the 1/2 healing important to defining a warforged in the world? I know in the novels this was mentioned, but was that mentioned because of the mechanic. Basically, in developing warforged was the the limited healing first an idea from the story of the warforged or did it come from the play balance side? If it is that integral to the race then we can figure out a way to keep it and limit its negative impact, if its not that important (4e got rid of it) then I dont see why to keep it. I rather just give them another way to "repair" heal themselves to represent their construct nature.</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 6370994, member: 7989"] I think Hit dice and the Death save are good places to expand on Warforged from 3e basically didnt bleed out (that system you lost 1 hp every round till you hit -10 and warforged didnt. they just stayed - basically auto stabilized) but I think giving them the chance to is interesting and makes sense, They do have "blood-like" fluid. Instead of having more death save slots maybe they stabilize on 1 success instead of 3 or they have advantage on death saves. as for the healing 1/2 thing. I can see a warforged feat (or racial feature that they get at higher levels like drow) were they get self repair and get extra Hit dice for "repairs" to help offset the 1/2 healing on cure magic. Actually, that is a good question. How much lore wise is the 1/2 healing important to defining a warforged in the world? I know in the novels this was mentioned, but was that mentioned because of the mechanic. Basically, in developing warforged was the the limited healing first an idea from the story of the warforged or did it come from the play balance side? If it is that integral to the race then we can figure out a way to keep it and limit its negative impact, if its not that important (4e got rid of it) then I dont see why to keep it. I rather just give them another way to "repair" heal themselves to represent their construct nature. [/QUOTE]
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