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Warforged ECL 0???? Yeah right!!!!
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<blockquote data-quote="I'm A Banana" data-source="post: 3251279" data-attributes="member: 2067"><p>First point is that this is an unpalatable solution to the problem. A monk who gains immunity to poison must make a monk level check, meaning multiclassing has a measurable effect on their ability to resist that poison (just as it does for the clerics in the world). This has the effect of guiding characters gently toward a higher price to pay for this immunity: they must limit their options if they want to retain it at any significant level. Paladins don't keep increasing their immunity in prestige classes, monks can't take levels of fighter and still be able to resist venom at the same level. </p><p></p><p>By making the warforged able to use all of their class levels (since they have no racial HD), it gives them a distinct and telling advantage, one that makes them too powerful still for a jungle campaign: they are able to gain one of the key advantages in the setting without paying any high price, and able to do it better than anyone else. </p><p></p><p>If, instead, they just had a +4 save bonus vs. poison because of their bio-mechanics, it makes them more effective while still forcing the character to choose betwen making his character gain another level in Monk (thereby increasing his resistance to the common poisons or diseases) or gaining a level in Sorcerer (which does not do it). </p><p></p><p>Second, this doesn't address the core issue: a monk or a paladin has to pay a large price, in the form of class levels that cannot be revoked and that are one of the most limited rescources in the game to even gain this measure of protection. A warforged would get identical (if not better) protection for free, from first level, without having to pay any real price themselves. As I said in rebuttal to Hussar's point, this amounts to something like a +4 level adjustment that they'd have by virtue of this bonus alone.</p><p></p><p>Third, it doesn't come close to fixing all of the problems with warforged. Even if such a rule were to be implemented, even if I could kink out a way to make sure that warforged weren't somehow gaining a singificant benefit for free several levels before anyone else could even try to do such a thing, even if there was a good solution for making warforged succumb to poison and disease, they'd still pose issues for the jungle. No alligators attack them. No mosquitos drink their blood. No giant pythons want to eat them. Their weight, as pointed out, becomes an issue when crossing the bridges or in quicksand. The burden their half-healing places on the party, mandating that other characters spend more rescources to keep them on their feet. </p><p></p><p>And fourth, again, it emphasizes how special and unique the warforged are, that they need special consideration in this category where no other race does. Like a creature without opposable thumbs or with the inability to speak a language, special rules are needed for these beings to bring them to be roughly in-line with normal characters. The difference is that warforged are claimed to be in-line with normal characters already, when they're clearly very divergent. </p><p></p><p>I'm not really looking to "solve my problems" with the Warforged. I'm looking for warforged not to give me any problems to begin with. You know, like how humans and gnomes and dwarves and changelings don't really give people any problems to begin with. How every other PC race avoids these problems.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3251279, member: 2067"] First point is that this is an unpalatable solution to the problem. A monk who gains immunity to poison must make a monk level check, meaning multiclassing has a measurable effect on their ability to resist that poison (just as it does for the clerics in the world). This has the effect of guiding characters gently toward a higher price to pay for this immunity: they must limit their options if they want to retain it at any significant level. Paladins don't keep increasing their immunity in prestige classes, monks can't take levels of fighter and still be able to resist venom at the same level. By making the warforged able to use all of their class levels (since they have no racial HD), it gives them a distinct and telling advantage, one that makes them too powerful still for a jungle campaign: they are able to gain one of the key advantages in the setting without paying any high price, and able to do it better than anyone else. If, instead, they just had a +4 save bonus vs. poison because of their bio-mechanics, it makes them more effective while still forcing the character to choose betwen making his character gain another level in Monk (thereby increasing his resistance to the common poisons or diseases) or gaining a level in Sorcerer (which does not do it). Second, this doesn't address the core issue: a monk or a paladin has to pay a large price, in the form of class levels that cannot be revoked and that are one of the most limited rescources in the game to even gain this measure of protection. A warforged would get identical (if not better) protection for free, from first level, without having to pay any real price themselves. As I said in rebuttal to Hussar's point, this amounts to something like a +4 level adjustment that they'd have by virtue of this bonus alone. Third, it doesn't come close to fixing all of the problems with warforged. Even if such a rule were to be implemented, even if I could kink out a way to make sure that warforged weren't somehow gaining a singificant benefit for free several levels before anyone else could even try to do such a thing, even if there was a good solution for making warforged succumb to poison and disease, they'd still pose issues for the jungle. No alligators attack them. No mosquitos drink their blood. No giant pythons want to eat them. Their weight, as pointed out, becomes an issue when crossing the bridges or in quicksand. The burden their half-healing places on the party, mandating that other characters spend more rescources to keep them on their feet. And fourth, again, it emphasizes how special and unique the warforged are, that they need special consideration in this category where no other race does. Like a creature without opposable thumbs or with the inability to speak a language, special rules are needed for these beings to bring them to be roughly in-line with normal characters. The difference is that warforged are claimed to be in-line with normal characters already, when they're clearly very divergent. I'm not really looking to "solve my problems" with the Warforged. I'm looking for warforged not to give me any problems to begin with. You know, like how humans and gnomes and dwarves and changelings don't really give people any problems to begin with. How every other PC race avoids these problems. [/QUOTE]
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