Shade said:My three biggees:
Fortification armor property: Critical hits went from exciting to nonexistent, enemy rogues were pointless, and I felt the need to try to get this on as many adversaries as possible to help even out the arms race...all for a +5 armor modification.![]()
Tetsubo said:If introduced after a player starts playing a Warforged it is just slimy... and if I knew that domain existed in a campaign I would never play a Warforged. You might as well just ban the race... I see the creation of this domain as a supremely vindictive act on the part of a game designer... absurd and obscene...
VirgilCaine said:I don't see how this is a big deal. So, you're immune to criticals and sneak attacks. Unless the campaign is rogue-centric, I don't see how this is such a great armor property to get. For the same price I could get ethereal armor. Unless everyone in the party has heavy fortification armor, I don't see a problem.
JediSoth said:At least you didn't let him backstab with a ballista.
JediSoth
ruleslawyer said:Sorta OT, but particle_man: I'm not sure why you think grappling in IH is so problematic, given that it's the monsters rather than the PCs who are going to rule the roost in this respect. IH has no core rules that really allow a PC to grapple with any power. I have a mean grappler in my group, but that's because of rules I've *added* to boost grappling, in part to counter monstrous grapplers and in part to make grappling an interesting option. Unless you use the house-ruled armiger ability sentinel's defense (which gives you your DR roll as a boost to armor checks), or the Juggernaut feat in the Iron Heroes Player's Companion (which allows the same thing), or the Unarmed Combat feat mastery, grappling is basically useless for PCs. Having it be a powerful option for monsters is something that I think just makes it one of several tactics that a DM must employ with restraint in a low-magic game (flying and invisible opponents, ability damage and drain, etc. are much worse IMHO).