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Warforged ECL 0???? Yeah right!!!!
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<blockquote data-quote="I'm A Banana" data-source="post: 3235449" data-attributes="member: 2067"><p>Again, that's extremely subjective to play style and character choice. Which is not good race design, IMHO -- they should be broad and generic and adaptable. And furthermore, it highlights the exceptional status of the warforged -- they have to be horrified in a different way because the tried and true methods of scaring players for 30 years suddenly doesn't work for one character. Not just that it works less -- it purely, completely, and unavoidably *does*not*work.* That's a binary system, that's idiot savant race design, and both of those limit the environments the warforged can be playable in.</p><p></p><p></p><p></p><p>You're not really pragmatically immune, though. You're not thinking from the player's perspective, where there is quite a vast gulf between immunity and high resistance. In the former case, you risk it every time because you cannot be hurt. In the latter case, you risk it maybe more than usual, because you CAN be hurt, and there's no real way of knowing if that thing can hurt you or not. You can trust your ability, but you can only trust it so far, and you won't know what's too far until it's too late. </p><p></p><p>The luck factor is pyschologically huge for a player -- if there's even a 5% chance of failure, it's a chance. And that chance is flexible -- a difference in the DC, a difference in the CR of the creature, a difference in the EL of the encounter, possible earlier encounters that weaken your Will saves.....you won't be scoffing at the monster because you know that there is a chance that you'll be just as helpless as the tank. Though you're not so easy to subdue, it is possible, and that possibility creates fear, in a very real psychological way. It might not be a lot, but it's there....immunity destroys that fear.</p><p></p><p></p><p></p><p>But if the warforged had better mechanics, they could be a lot of fun in <em>EtCR</em>, or in a more general horror campaign...the nature of the soul and of humanity is a horror theme at least as old as Frankenstien's Monster and the Werewolf, and the warforged are well-poised to take advantage of this theme....except that their idiot savant design makes them inappropriate as PC's for any campaign involving a lot of undead.</p><p></p><p>They could also be fun in a jungle campaign. Being icons of industry vs. the green hell of nature is something that can be very close to the heart of any jungle. However, because of the idiot savant design, they're inappropriate as PC's for any campaign involving a lot of poisonous things or diseases. </p><p></p><p>I'd love to see them in a nautical campaign. Combining pirates and robots would be something of an internet nerd's dream come true. Unfortunately, they're not very appropriate for PC's in a campaign that involves a lot of seafaring because they don't need to fear the abyss below. </p><p></p><p>As it sits right now, those opportunities for fun role-playing are missed by the RAW because of the lame binary mechanics of the race. I do believe my ONLY reason for disliking the warforged are those lame binary mechanics. It's easy enough to change them, but that doesn't really excuse them from beign designed that way in the first place, and I don't intend to forgive the designers for not doing what we pay them to do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3235449, member: 2067"] Again, that's extremely subjective to play style and character choice. Which is not good race design, IMHO -- they should be broad and generic and adaptable. And furthermore, it highlights the exceptional status of the warforged -- they have to be horrified in a different way because the tried and true methods of scaring players for 30 years suddenly doesn't work for one character. Not just that it works less -- it purely, completely, and unavoidably *does*not*work.* That's a binary system, that's idiot savant race design, and both of those limit the environments the warforged can be playable in. You're not really pragmatically immune, though. You're not thinking from the player's perspective, where there is quite a vast gulf between immunity and high resistance. In the former case, you risk it every time because you cannot be hurt. In the latter case, you risk it maybe more than usual, because you CAN be hurt, and there's no real way of knowing if that thing can hurt you or not. You can trust your ability, but you can only trust it so far, and you won't know what's too far until it's too late. The luck factor is pyschologically huge for a player -- if there's even a 5% chance of failure, it's a chance. And that chance is flexible -- a difference in the DC, a difference in the CR of the creature, a difference in the EL of the encounter, possible earlier encounters that weaken your Will saves.....you won't be scoffing at the monster because you know that there is a chance that you'll be just as helpless as the tank. Though you're not so easy to subdue, it is possible, and that possibility creates fear, in a very real psychological way. It might not be a lot, but it's there....immunity destroys that fear. But if the warforged had better mechanics, they could be a lot of fun in [I]EtCR[/I], or in a more general horror campaign...the nature of the soul and of humanity is a horror theme at least as old as Frankenstien's Monster and the Werewolf, and the warforged are well-poised to take advantage of this theme....except that their idiot savant design makes them inappropriate as PC's for any campaign involving a lot of undead. They could also be fun in a jungle campaign. Being icons of industry vs. the green hell of nature is something that can be very close to the heart of any jungle. However, because of the idiot savant design, they're inappropriate as PC's for any campaign involving a lot of poisonous things or diseases. I'd love to see them in a nautical campaign. Combining pirates and robots would be something of an internet nerd's dream come true. Unfortunately, they're not very appropriate for PC's in a campaign that involves a lot of seafaring because they don't need to fear the abyss below. As it sits right now, those opportunities for fun role-playing are missed by the RAW because of the lame binary mechanics of the race. I do believe my ONLY reason for disliking the warforged are those lame binary mechanics. It's easy enough to change them, but that doesn't really excuse them from beign designed that way in the first place, and I don't intend to forgive the designers for not doing what we pay them to do. ;) [/QUOTE]
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