Warforged as +1 LA race

shilsen

Adventurer
I'm going to start DMing an Eberron campaign in a week, and was thinking of giving warforged an additional +2 to Str (everything else the same as in the ECS) and bumping them to +1 LA. Warforged as written do seem a strong +0 race for me, and I like the idea of them being stronger on average, so this seemed like a good way to deal with both angles at once. Do you think this change is balanced?

Thanks.
 

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I dislike the level adjustment mechanic intensly, and don't think it even can be balanced. I wouldn't play the modified warforged you describe, being a level behind my companions is too crippling.
 

No, I dont think that is sufficient to make them +1, in fact I think it is almost needed to make them a good +0 ;)

they have a lot of abilities, that is true, but they also have a whole lot of drawbacks built in.

I think that in order to make them +1 you would have to add a couple of bigger things and several smaller interesting things. If you like I can come up with something I think would be worth the +1 LA, but for the most part I think you are better off leaving them at +0 LA.

Like I said though, if you like I am sure people (including myself) can help come up with something to make them a true +1 LA race.
 

Immunity to subdual, err non lethal, might be another ability to add to +1 warforged. Right now, many effects that cause fatigue (to which warforged are immune) also do subdual damage. Warforged never get tired, but they can pass out during forced marches or from heatstroke. :confused:

A bonus warforged feat might even things out, so they get adamantine body or whatever for free. You might want to work out some warforged feats for the monkly or spellcasting ones then.
 

Scion said:
they have a lot of abilities, that is true, but they also have a whole lot of drawbacks built in.

Other than only taking partial healing, what did you have in mind as a drawback? They've got a bunch of useful immunities, plus partial immunity to criticals and sneak attacks, and not needing to eat, sleep or breathe can come in handy too.

Like I said though, if you like I am sure people (including myself) can help come up with something to make them a true +1 LA race.

Sure. I'd appreciate any suggestions you have (or anyone else has).
 

Victim said:
Immunity to subdual, err non lethal, might be another ability to add to +1 warforged. Right now, many effects that cause fatigue (to which warforged are immune) also do subdual damage. Warforged never get tired, but they can pass out during forced marches or from heatstroke. :confused:

A bonus warforged feat might even things out, so they get adamantine body or whatever for free. You might want to work out some warforged feats for the monkly or spellcasting ones then.

I like the idea of giving them a free warforged feat to make them +1 worthy...

Maybe even one every 5 levels or some such. But of course you need to make more feats or have your characters come up with them as they advance.

No subdual damage is nice too.

So:
No subdual
+2 str
5 limited bonus feats over 20 levels. Especially if you come up with a handful of WarForged feat Chains...

Maybe that is +1 in addition to the other stuff WarForged get?
 

shilsen said:
Other than only taking partial healing, what did you have in mind as a drawback?
Having their armor built-in can be a disadvantage too. If you need to go climbing, a human could remove his armor, climb up, and then hoist his armor and pack up behind himself. The warforged can't do that. There are also a bunch of specific spells that are pretty nasty toward warforged.
 


I agree Warforged are maybe LA+1. But then so are dwarves and halflings. are you going to change those as well.

maybe an alternative which would also amplify the eberron feel to your campaign is to give the weaker PHB races a bonus eberron feat such as a dragonmark to even things up.
 

I strongly suggest you see them in play at least once, before toying with the rules.

I don't have my eberron book here, but if I recall, they are only healed 1/2 by Cure spells, and at later levels they aren't cured out all. Even if I'm wrong, half curing is hugely crippling.

My advice is to read their description once before each gaming session in the begining of your campaign, so you don't forget any of their stuff...
 

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