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Tomb Under the Tor (New Playtest Report)


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I'll take warforged in the core - assuming they're not just sticking with them for the playtest - provided they get a special section in the Races chapter and are used as a rather extreme example of "balancing your own races".
 

Sasha used a wizard strike with her staff, not only injuring a wolf, but also pushing it away from the prone Heron.
OK, this is the first thing mechanical bit that made me go not "hey, that's neat" but "ZOMG THIS IS TEH AWESOME!!1".
 

RPG_Tweaker said:
I truely hope the Warforged is for playtest only, to be in a later PHB. The concept is fairly interesting... but SO not a core D&D fantasy creature. Warforged are just too steampunky.
How are constructs of metal, wood and magic steampunky?

I'll take steampunky as a fair critique of Eberron as a whole. It certainly flirts with the aesthetic, with it's trains and airships and industrial magic, even if it doesn't really have any actual steam tech.

But warforged by themselves in a typical D&D world? They're just PC golems. They're weird, and they're not everyone's cup of tea, but I don't think they can be called steampunky by any reasonable stanadrd.
 

I like warforged...

In Eberron.

There are a number of Eberron-specific details that I wouldn't mind becoming core. Warforged are not among them. I really don't want to see warforged in the PHB (and certainly not PHB1).
 

I certainly disagree that Warforged are unbalanced though. Sure, they get immunities, but they have to dump a feat to wear armour, and since at high level the whole fighter mechanic revolves around taking 100+ points of damage a turn and having it instantly healed by a cleric, losing half of all damage healed is a huge deal.

I guess you could play a class that's not designed to be hit, like a wizard, but the warforged bonuses favour fighter-types, and you'd have to deal with spell failure.
 

They may only get half healing from divine spells, but they are subsequently awarded full healing from the arcane magic line (Repair X Damage). The non-warforged, on the other hand, can't get healed by arcane magic at all.
 

Gort said:
I certainly disagree that Warforged are unbalanced though.

Before this turns into another "are warforged unbalanced" thread, may I point out that we have no clue how they will work in 4E? Whether they are balanced in 3.5 is irrelevant.
 

jasin said:
OK, this is the first thing mechanical bit that made me go not "hey, that's neat" but "ZOMG THIS IS TEH AWESOME!!1".
Hehe - that bit gave me a Gandalf-vs.-Saruman-vibe (from the movie). And that's a good vibe! And more than doing damage (as some suspected).

Cheers, LT.
 

I don't like warforged at all but I can stand them when someone else enters them into my campaign (module writers or players). However, I think the mechanics for the warforged are lousy. Too many exceptions and special rules that accomplish very little in the end. Make them human and add the ability to repair themselves by use of a skill. The rest is role-playing (or lack there of).
 

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