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Warforged ECL 0???? Yeah right!!!!
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<blockquote data-quote="I'm A Banana" data-source="post: 3238702" data-attributes="member: 2067"><p>Very true, which is why I wouldn't advocate making them LA +1. I'm not a huge fan of LA to begin with, so I'd rather see them broadly balanced at LA 0.</p><p></p><p></p><p></p><p>I'm going from anecdotal evidence here, but it seems the appeal of the warforged has everything to do with their flavor and very little to do with their mechanics. When I hear people tell me why warforged are so cool, I get a lot of roleplaying opportunities, a lot of character descriptions, not much in the way of builds or of simply being different from everyone. People can be different and exotic without being binary.</p><p></p><p>I would argue that being fundamentally different from a biological being (mechanically) is something that a PC race is unable to do without becoming muddied in the tangles of a game that is designed for living, breathing, mortal characters. It's like suddenly wanting to play a quadruped or an ooze or a vermin...the game isn't well-designed for critters who can't wield weapons, speak langauges, wear armor, or have a soul. <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><p></p><p>Construct-PC's don't need to be as difficult as the warforged are. The descision to play up their wierd nature in immunity mechanics instead of in flavor text and well-chosen resistances is a poor one because it makes them more limited as a PC race. And as a PC race, they shouldn't be limited...they're the basic building block of a character.</p><p></p><p>The warforged should be mechanically similar to the mortal beings around them, because if they're not, they become left out of some of the fun and danger of being a mortal being. It'd be like playing Achilles alongside your Achaen grunts. Achilles was fun for the anger and bloody combat, but he couldn't understand a broad swath of what it meant to be human. And since all the players are human, and all stories ultimately share the human element, I don't see what is gained by removing it when you can keep it and still capture the feel of a not-quite-human creature.</p><p></p><p>I mean, Frankenstein's Monster was a villain (though a very sympathetic one). It'd be like playing *as* Dracula, instead of as those fighting Dracula. And while that could be fun, the game isn't built to accomodate such gameplay, and so it ends up breaking at certain points. With the Warforged, it breaks and falls apart in certain campaign scenarios. That's possibly an acceptable margin of error for most, but it isn't for me.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3238702, member: 2067"] Very true, which is why I wouldn't advocate making them LA +1. I'm not a huge fan of LA to begin with, so I'd rather see them broadly balanced at LA 0. I'm going from anecdotal evidence here, but it seems the appeal of the warforged has everything to do with their flavor and very little to do with their mechanics. When I hear people tell me why warforged are so cool, I get a lot of roleplaying opportunities, a lot of character descriptions, not much in the way of builds or of simply being different from everyone. People can be different and exotic without being binary. I would argue that being fundamentally different from a biological being (mechanically) is something that a PC race is unable to do without becoming muddied in the tangles of a game that is designed for living, breathing, mortal characters. It's like suddenly wanting to play a quadruped or an ooze or a vermin...the game isn't well-designed for critters who can't wield weapons, speak langauges, wear armor, or have a soul. ;) Construct-PC's don't need to be as difficult as the warforged are. The descision to play up their wierd nature in immunity mechanics instead of in flavor text and well-chosen resistances is a poor one because it makes them more limited as a PC race. And as a PC race, they shouldn't be limited...they're the basic building block of a character. The warforged should be mechanically similar to the mortal beings around them, because if they're not, they become left out of some of the fun and danger of being a mortal being. It'd be like playing Achilles alongside your Achaen grunts. Achilles was fun for the anger and bloody combat, but he couldn't understand a broad swath of what it meant to be human. And since all the players are human, and all stories ultimately share the human element, I don't see what is gained by removing it when you can keep it and still capture the feel of a not-quite-human creature. I mean, Frankenstein's Monster was a villain (though a very sympathetic one). It'd be like playing *as* Dracula, instead of as those fighting Dracula. And while that could be fun, the game isn't built to accomodate such gameplay, and so it ends up breaking at certain points. With the Warforged, it breaks and falls apart in certain campaign scenarios. That's possibly an acceptable margin of error for most, but it isn't for me. [/QUOTE]
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