Why are Warforged so bad?

Kamikaze Midget said:
CLARIFICATIONL: It's not a cost for the warforged, it's a cost for everyone else in the party. The other examples are all costs for individual players: XP, GP, Class Levels, Feats...all are paid for by you for you. Half healing displaces the cost of the warforged onto the rest of the party.

I don't know. It seems like a cost to me if I had a warforged character and had to worry about whether it would go down all the time because the party healer couldn't patch it up sufficiently in combat to survive the next blow.

Oh wait, I forgot, playing a warforged DECREASES tension. My bad.

What's the general frequency of tough combat encounters to poisonings and the threat of starvation again?

Hmmm...

Cheers,
Vurt
 

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Felon said:
Energy drain is one of the more rude effects around. Of course, if you keep assuming a party has every conceivable resource for dealing with every conceivable problem (e.g. every character's immune to poison, every character has a ring of freedom of movement), then nothing's ever going to be any kind of threat. It's a very long limb you're going out on, even for high level parties.
We're talking about an 18TH LEVEL CHARACTER who has FOCUSSED ON MELEE.

If you want to talk about high threat critters with limited tactics, then you have to assume that the party ARE NOT STUPID.
One that's in close quarters. Another safe assumption is that a DM's not going to stage an encounter with a nightcrawler in a football-field sized arena open to the sky.
Here comes another assumption: At 18th level, if the party don't want to fight it, they won't fight it. An 18th level party have so many options for NOT being in a combat that's unfavourable that it simply should not happen.

The only possible exceptions are a party where there are no high level casters, and where noone is taking appropriate gear and feats to make up for that. I'd say that's going to require just a tad more adjustment for the average DM than a single PC that's immune to a few things.

The above means that either
a) The creature ambushed the party (in which case its CR is considerably higher, and it was being supported by something with considerable resources - otherwise a high level party is just NOT going to be ambushed by something like this, and even if they are, the ambush will basically be over as soon as they get their stuff together and back out).

or

b) The party know about it and decided to fight. Which means that either the situation is favourable to them (ie - NOT close quarters), OR they have enough stuff prepared that it's special abilities are basically moot. This creature is not set up so that it can harry high level characters - it simply doesn't have the mobility or social skills to be anything other than a goon.

or

c) The party are incompetent.

or

d) The DM is cheating.

I think that we can all agree that C and D are not scenarios that we need to reasonably consider.
At any rate, any hypothetical scenario can be rendered moot if people decide to focus on deconstructing it and forget the reason it was provided in the first place. Are immunity to energy drain, poison, and disease very handy to have in this scenario? Yes to the first two, no to the last.
100gp is the price to undo a failed level drain save.
A FAILED save.
That means that the party didn't go "wait, maybe we should get rid of the negative levels BEFORE they take effect!", they decided to wait for 24 hours, deliberately NOT get restoration when the cleric had to rest, and THEN cast the spell after someone failed a save.

And that's IF your high level players decided to fight the thing on it's own terms without adequate protection against its attack forms.
 

ARandomGod said:
I have to admit... playing a warforged level one, the race is at least one effective level higher than others, if played to it's strength.

It's actually not uncommon for players in my games to die 4-6 times by level 10, getting raised depending on wealth and whether or not the body is retreavable. Present game excluded, because one person has been sucking up all the deaths... (but what great deaths they have been - thank you 3.5 xp rules!) Thus, expecting a character you make at game start to make even level 10 is a fairly large assumption. Anything that helps that is well worth it, as when a character dies, you lose any contacts/patrons you might have had, special abilities, inherent bonuses, etc, and you have to start with a mostly standard character.
 

I don't know. It seems like a cost to me if I had a warforged character and had to worry about whether it would go down all the time because the party healer couldn't patch it up sufficiently in combat to survive the next blow.

Oh wait, I forgot, playing a warforged DECREASES tension. My bad.

In certain circumstnaces, playing a warforged does decrease tension at no cost.

In other circumstances, playing a warforged dramatically increases tension without control.

Similarly, a giving a race a +10 bonus to all Will saving throws does decrease tension at no cost.

In other circumstnaces, giving that race a -10 penalty to all attack rolls will dramatically increase tension without control.

Y'see the problem yet?
 

Saeviomagy said:
We're talking about an 18TH LEVEL CHARACTER who has FOCUSSED ON MELEE.

Sure you're not crossing threads here? I didn't see where KM specified a given level or class. Either a warforged or dwarf could just as easily be, for instance, a wizard. So there's one huge assumption pulled out of thin air.

Yet another one is that, given the vast array of magic items to select from, every single melee character's going to elect be outfitted with virtually identical gear. Or is that every "competent" character? You have total faith in this generalization?

Here comes another assumption: At 18th level, if the party don't want to fight it, they won't fight it. An 18th level party have so many options for NOT being in a combat that's unfavourable that it simply should not happen.

The bottom line here is that you're found a conveniently general way of sandbagging the entire example as it relates to the actual topic (warforged immunities), and not only this one but any other thread that comes along about a race or potentiall broken class design.

a) The creature ambushed the party (in which case its CR is considerably higher, and it was being supported by something with considerable resources - otherwise a high level party is just NOT going to be ambushed by something like this, and even if they are, the ambush will basically be over as soon as they get their stuff together and back out).

Why does an ambush necessarily warrant a higher CR? Why is a high level party necessarily aware that a nightcrawler is about to come bursting out from under their feet at any given instant? Why won't they have expended resources towards other priorities or used them up in other encounters?

And besides, so what if the nightcrawler in this example is supporting some other opponent of the PC's, or has its CR boosted through ambush (whatever that means)? How does that nullify using it in an example to demonstrate how handy the warforged immunities are?

I think that we can all agree that C and D are not scenarios that we need to reasonably consider.

Can't see how any of them warrant consideration seeing as how you've done exactly what I said you were doing: you got so focused on deconstructing this particular scenario with a few broad sweeps of the hand to the extent that it no longer has anything to do with warforged and its immunites.

So we're basically left with only the option of coming up with another monster, which you'll then in turn blithely dismiss by stating it can only be encountered in one of two or three conceivable scenarios and assert is rendered moot by the unlimited resources that any high-level level party will have at their disposal (assuming they're not incompetent, naturally).

100gp is the price to undo a failed level drain save.
A FAILED save.
That means that the party didn't go "wait, maybe we should get rid of the negative levels BEFORE they take effect!", they decided to wait for 24 hours, deliberately NOT get restoration when the cleric had to rest, and THEN cast the spell after someone failed a save.

All very true--at 18th level, there are scant few irrevocable conditions. And for that matter, a party is supposed to be able to dispatch a creature with CR equal to their average party level with relative ease. But in the meantime, the character still got bonked with all the penalties associated with the energy drain for at least the duration of that fight.

And that's IF your high level players decided to fight the thing on it's own terms without adequate protection against its attack forms.

And the trick of DM'ing high-level parties is getting them to bleed out enough resources that they do get into situations where they'rre not at peak form, so it doesn't become a simple matter of handing the players a Monster Manual and telling them just to pick whatever monsters they want to fight that night. And if they choose to fight some CR 18 "goon" monsters, I guess we can just skip the fights because they'll all be lead-pipe cinches, and move on to awarding treasurre and XP.
 
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Saeviomagy said:
100gp is the price to undo a failed level drain save.
A FAILED save.
That means that the party didn't go "wait, maybe we should get rid of the negative levels BEFORE they take effect!", they decided to wait for 24 hours, deliberately NOT get restoration when the cleric had to rest, and THEN cast the spell after someone failed a save.

And that's IF your high level players decided to fight the thing on it's own terms without adequate protection against its attack forms.

And, by the way, the main problem with negative levels is that they will stack with each other, and you're stuck with them until they're gone. -1 to just about everything and 5 less hp per negative level for the encounter(s) for the day is the detriment, not losing permanent levels.
 

Felon said:
Sure you're not crossing threads here? I didn't see where KM specified a given level or class. Either a warforged or dwarf could just as easily be, for instance, a wizard. So there's one huge assumption pulled out of thin air.
Energy drain, disease and poison are all, fundamentally, boosters to a melee combatant monster.

There are situations where some other creature type will make use of them, but fundamentally you're talking melee.
The bottom line here is that you're found a conveniently general way of sandbagging the entire example as it relates to the actual topic (warforged immunities), and not only this one but any other thread that comes along about a race or potentiall broken class design.
Sure - it's a general argument that if you're saying "These immunities are too good", you can point out "but everyone has those immunities/those immunities are of limited value". In this case, I'm responding to a monster someone else brought up, no doubt because it has a high CR and the warforged is immune to a few of it's attacks. The point is that by the time anyone is fighting one of these things, it's not all that serious a threat anyway, so saying that it isn't a serious threat to a warforged is basically saying warforged are just like anyone else.
Why does an ambush necessarily warrant a higher CR? Why is a high level party necessarily aware that a nightcrawler is about to come bursting out from under their feet at any given instant? Why won't they have expended resources towards other priorities or used them up in other encounters?
Because it costs them a negligable amount of resources to say "what will we meet today?" High level parties tend not to have random encounters, sleep in places that are assailable or run into situations blindly. It's just one of those things about high level play, that goes hand in hand with pit traps no longer being a viable method of damaging them.
So we're basically left with only the option of coming up with another monster, which you'll then in turn blithely dismiss by stating it can only be encountered in one of two or three conceivable scenarios and assert is rendered moot by the unlimited resources that any high-level level party will have at their disposal (assuming they're not incompetent, naturally).
My whole point is that at high levels, immunities are widely available, usually effective and normally in place. Racially gained immunities at high level are generally a lot less valuable, unless they're immunities to the sorts of things that high levels hinge on.

Immunities to poison, sleep, disease and energy drain are good at low level, and far, far less useful at high level.

As a contrary example: an immunity to detection spells would be ludicrously powerful at high levels, but near useless at low levels.
All very true--at 18th level, there are scant few irrevocable conditions. And for that matter, a party is supposed to be able to dispatch a creature with CR equal to their average party level with relative ease. But in the meantime, the character still got bonked with all the penalties associated with the energy drain for at least the duration of that fight.
In that case, there's a lot of other, similar effects that will do the same to a warforged, and level-draining undead are hardly the most populous (or fearsome) monster type. You're far more likely to meet something else that you're not immune to.

Unless the DM has decided that level-draining undead are the core of his campaign... and in that case there's more than one archetype that he has to take into account, because they're being marginilized.
And the trick of DM'ing high-level parties is getting them to bleed out enough resources that they do get into situations where they'rre not at peak form, so it doesn't become a simple matter of handing the players a Monster Manual and telling them just to pick whatever monsters they want to fight that night. And if they choose to fight some CR 18 "goon" monsters, I guess we can just skip the fights because they'll all be lead-pipe cinches, and move on to awarding treasurre and XP.

Actually, from what I've seen in story hours, the trick seems to be to spring things on them that they're not expecting, use innovative and unusual tactics, build your bad guys with the same "lets get the hell out of here" tricks that you expect your players to use if they're confronted with something they can't handle, divide and conquer the party, and never expect a simple brute monster to really do much at all.

And most importantly of all - expect repetition to result in very quick and simple fights.
 

You know, I'm starting to get the feeling that for some people, DMing a party with a warforged must be like DMing for the Justice League. After all, isn't Superman the ultimate +10/-10 character? He's incredibly strong, he can fly, he's got heat vision, x-ray vision, DR 50/- or something, a list of immunities a mile long, and scads of hit points to boot. However, drop some kryptonite in front of him and he's practically useless.

Of course, there is the argument that these are completely different forms of entertainment. A scriptwriter can dictate events in a cartoon to a far greater extent than a non-railroading DM can get away with in a role-playing game. Still, the scriptwriter and the DM operate under similar constraints. Superman will laugh off certain threats, and there is no tension for the viewer if he faces them. That does not mean that these threats cannot be used; they just have to be used in a way that makes his immunity meaningless - by threatening the other members of the Justice League, for example.

The relationship bewteen immunity and a reduction in tension in an RPG is not all that simple or clear-cut. Who experiences a lack of tension? The player of the character who is immune? What if it is clear that he won't survive if the other characters are dead? Does the party send characters to face the threats they are immune to? This to me is simply good tactics. If good tactics reduce the tension in a game to an unacceptable level, why not improvise? Increase the tension again by introducing new challenges, perhaps different ones. If the elf and warforged are engaging ghouls in melee combat while the rest of the party hangs back and uses missile weapons, have some more ghouls arrive on the scene. Or maybe the sound of combat attracts a ghoul sorcerer who starts targeting the melee combatants with magic missiles.

Does this mean more work for the DM? Perhaps, but not for me. You see, when I plan adventures, I don't do so for generic party X. I plan adventures for the specific combination of races, classes and equipment that make up the PC party. I take note of their strengths and weaknesses and plan some challenges that allow them to show off their strengths and others that capitalize on their weaknesses. I'm sure scriptwriters do the same. After all, isn't it strange how often kryptonite shows up in Superman stories? ;)
 

Kamikaze Midget said:
CLARIFICATIONL: It's not a cost for the warforged, it's a cost for everyone else in the party. The other examples are all costs for individual players: XP, GP, Class Levels, Feats...all are paid for by you for you. Half healing displaces the cost of the warforged onto the rest of the party.

It depends on the party. In some of our parties everyone bought their own healing. That would probably be the rule and not exception if someone played a warforged.
 

Kamikaze Midget said:
In certain circumstnaces, playing a warforged does decrease tension at no cost.

In other circumstances, playing a warforged dramatically increases tension without control.

Similarly, a giving a race a +10 bonus to all Will saving throws does decrease tension at no cost.

In other circumstnaces, giving that race a -10 penalty to all attack rolls will dramatically increase tension without control.

Y'see the problem yet?

This term 'control' you use sure sounds important, but I dont infer the meaning from your posts.

Saying that giving a race +10 will saves is decreases tension at no cost only makes sense, wait for it, if there is no cost. Warforged does have costs attached - including, but not limited to, the halved effectiveness of healing. Thats the cost. Or is the elves DEX +2 modifier a decrease of tension at no cost because the elf is harder to hit?

Giving a race -1 or -10 to hit doesn't increase tension without control. There still is control whether that race is played with a class that needs no 'to-hit', like evoker (control on players part), or if it only encounters RP encounters (control on DMs part).
 

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