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What balances the Warforged?
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<blockquote data-quote="FalcWP" data-source="post: 3361763" data-attributes="member: 16858"><p>It absolutely depends on the campaign. And on the compositon of your party as well.</p><p></p><p>No artificer? Unless the wizard or sorcerer is willing to learn the repair spells, you're going to be hurting when it comes to healing. On top of that, they can *not* heal naturally, which is the most common way to heal at low levels (in my experience). Which means you're asking the cleric to burn even more spells, or you *really* need someone capable of doing the whole Repair thing. If that's the case, I think whoever is investing that much in healing you probably has a better claim on some items than you.</p><p></p><p>There's a whole big backstory on why there are warforged components in Xen'drik, which boils down to the fact that House Cannith found the technology in the ruins of the giants and adapted it. Regardless, most of this stuff doesn't come up unless the game goes to Xen'drik.</p><p></p><p>As far as them getting something nobody else does... there aren't any Dragonmarked Warforged. (And, no, no Dragonmarked Changelings, Kalashtar, or Shifters, either, but that's neither here nor there).</p><p></p><p>For the armor thing... they're never going to be able to use any new armor they find. Which, if you're the party's tank (the only role they're designed for), sorta sucks. If you can never use any magical armor you find, then I think you might be entitled to some of the other magical items you might find. I'll admit, though, that giving them Light Fortification may be a bit much.</p><p></p><p>Certain spells that would not hurt the other races hurt warforged. Want to scare a warforged player? Put in some rust monsters.</p><p></p><p>For their great immunities... yeah, they're good. In the right campaign. Poison is relatively common; sleep doesn't matter after a couple levels; paralysis comes up now and then; I don't recall ever running into nausea; fatigue is the one that really makes a difference, if the 'forged takes a level of Barbarian.</p><p></p><p>Then there's their penalties. +2 Constitution, -2 Wisdom, -2 Charisma. There's the big belief that Charisma is the ultimate dump stat, and, in some campaigns (sound familiar yet?) it is. But Eberron tends to involve more interaction and subterfuge, which means taking drops in almost all of your interaction skills (Bluff, Diplomacy, Gather Info, Sense Motive...) is going to hurt. On top of that, it means Artificers, Bards, Clerics, Druids, Monks, Rangers, Paladins, and Sorcerers are all weakened, as are certain types of Rogues. Which leaves... Barbarians, Fighters, Wizards, and thuggish Rogues as the types that aren't really hurt by those stat penalties (just going off core).</p><p></p><p>Oh... and, again, in the right campaign, they're not going to get much respect. Might not even be acknowledged. Like you said, its what some players want, and that's fine. But it can make it difficult to get NPCs to care if you need them to.</p><p></p><p>Overall? I'd say they're on the strong side of LA 0, but certainly with enough drawbacks, to make it fairly balanced. I've had warforged in a few Eberron games (both that I've played in and DMed) and I haven't seen anything unbalancing.</p></blockquote><p></p>
[QUOTE="FalcWP, post: 3361763, member: 16858"] It absolutely depends on the campaign. And on the compositon of your party as well. No artificer? Unless the wizard or sorcerer is willing to learn the repair spells, you're going to be hurting when it comes to healing. On top of that, they can *not* heal naturally, which is the most common way to heal at low levels (in my experience). Which means you're asking the cleric to burn even more spells, or you *really* need someone capable of doing the whole Repair thing. If that's the case, I think whoever is investing that much in healing you probably has a better claim on some items than you. There's a whole big backstory on why there are warforged components in Xen'drik, which boils down to the fact that House Cannith found the technology in the ruins of the giants and adapted it. Regardless, most of this stuff doesn't come up unless the game goes to Xen'drik. As far as them getting something nobody else does... there aren't any Dragonmarked Warforged. (And, no, no Dragonmarked Changelings, Kalashtar, or Shifters, either, but that's neither here nor there). For the armor thing... they're never going to be able to use any new armor they find. Which, if you're the party's tank (the only role they're designed for), sorta sucks. If you can never use any magical armor you find, then I think you might be entitled to some of the other magical items you might find. I'll admit, though, that giving them Light Fortification may be a bit much. Certain spells that would not hurt the other races hurt warforged. Want to scare a warforged player? Put in some rust monsters. For their great immunities... yeah, they're good. In the right campaign. Poison is relatively common; sleep doesn't matter after a couple levels; paralysis comes up now and then; I don't recall ever running into nausea; fatigue is the one that really makes a difference, if the 'forged takes a level of Barbarian. Then there's their penalties. +2 Constitution, -2 Wisdom, -2 Charisma. There's the big belief that Charisma is the ultimate dump stat, and, in some campaigns (sound familiar yet?) it is. But Eberron tends to involve more interaction and subterfuge, which means taking drops in almost all of your interaction skills (Bluff, Diplomacy, Gather Info, Sense Motive...) is going to hurt. On top of that, it means Artificers, Bards, Clerics, Druids, Monks, Rangers, Paladins, and Sorcerers are all weakened, as are certain types of Rogues. Which leaves... Barbarians, Fighters, Wizards, and thuggish Rogues as the types that aren't really hurt by those stat penalties (just going off core). Oh... and, again, in the right campaign, they're not going to get much respect. Might not even be acknowledged. Like you said, its what some players want, and that's fine. But it can make it difficult to get NPCs to care if you need them to. Overall? I'd say they're on the strong side of LA 0, but certainly with enough drawbacks, to make it fairly balanced. I've had warforged in a few Eberron games (both that I've played in and DMed) and I haven't seen anything unbalancing. [/QUOTE]
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What balances the Warforged?
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