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So Now We Are Paying for Early Access?
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<blockquote data-quote="oreofox" data-source="post: 7472363" data-attributes="member: 6776240"><p>I have said similar to posts I have cared to comment on. I got basically yelled at by someone saying a racial feature shouldn't be balanced on the existance of magical armor, let alone legendary (+3) armor, or else a level 17 warforged paladin would have +4 AC more than a human paladin of level 17, instead of the +1 when you take magic items into account. If you are playing a low magic campagin where a +1 plate armor is excessively rare, what is the DM doing allowing a warforged, which is basically a magical suit of armor (or golem) with a mind.</p><p></p><p>My "fix" to this is increase the effective armor of the 3 types of warforged integrated protection to be the best armor for the tier (studded leather, half-plate, plate) and allow the warforged's body to be enchanted as if they were a suit of armor (effectively allowing them to have an Armor of Resistance effect, or a +3 armor bonus), while removing the +proficiency bonus. That way a warforged paladin isn't inherently terrible compared to a human paladin (only getting AC of 16 while the human can get 18). This is basically what I am doing for my world (and added a tortle's shell can be enchanted as if it were armor).</p><p></p><p>My gripe with Jester David's proposal is it gimps the warforged, making them worse than a human fighter at 17. A human fighter at 17 can have an AC of 21 (just armor), where as the heavy plated warforged fighter at 17 would have an AC of 19. So instead of being 1 point better, they are 2 points worse. If the warforged as is makes it the go to for a heavy armored melee combatant, I honestly wouldn't have a problem with that. Because as it stands, variant human is the go to for nearly every class.</p></blockquote><p></p>
[QUOTE="oreofox, post: 7472363, member: 6776240"] I have said similar to posts I have cared to comment on. I got basically yelled at by someone saying a racial feature shouldn't be balanced on the existance of magical armor, let alone legendary (+3) armor, or else a level 17 warforged paladin would have +4 AC more than a human paladin of level 17, instead of the +1 when you take magic items into account. If you are playing a low magic campagin where a +1 plate armor is excessively rare, what is the DM doing allowing a warforged, which is basically a magical suit of armor (or golem) with a mind. My "fix" to this is increase the effective armor of the 3 types of warforged integrated protection to be the best armor for the tier (studded leather, half-plate, plate) and allow the warforged's body to be enchanted as if they were a suit of armor (effectively allowing them to have an Armor of Resistance effect, or a +3 armor bonus), while removing the +proficiency bonus. That way a warforged paladin isn't inherently terrible compared to a human paladin (only getting AC of 16 while the human can get 18). This is basically what I am doing for my world (and added a tortle's shell can be enchanted as if it were armor). My gripe with Jester David's proposal is it gimps the warforged, making them worse than a human fighter at 17. A human fighter at 17 can have an AC of 21 (just armor), where as the heavy plated warforged fighter at 17 would have an AC of 19. So instead of being 1 point better, they are 2 points worse. If the warforged as is makes it the go to for a heavy armored melee combatant, I honestly wouldn't have a problem with that. Because as it stands, variant human is the go to for nearly every class. [/QUOTE]
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