ThirdWizard said:
For a fighter, I think its worth a feat. What if you count in the light fortification that doesn't count toward armor maximum bonuses? I'm wondering if you offered a feat at 1st level equivalent to Adamantine Body (+8 AC DR 2/adamantine, +1 max Dex, -ACP +ASF) for anyone who wanted to take it, would your players do so? Fighter PCs?
I think it depends a lot on whether or not we were planning on getting above level six or so.
Don't forget, on the side of 'this is pretty good' the warforged ability to sleep in said armor. Well, or to never sleep and so make that particular point moot. Nobody in my campaigns has ever bothered to get light fortification... I did see someone get full fortification once, for a specific adventure. Overall players in my game wouldn't take the feat. But I can see games where people would.
ThirdWizard said:
Humans have +1 feat and one extra skill that they can max. At high levels, that isn't much. Usually what its good for is taking PrCs early or qualifying for chains early, but at higher levels, you're going to have those anyway. So, who's ahead here? The guy who is immune to poison, disease, and negative levels, etc, or the guy who has an extra feat and skill? I don't know about you, but poison, disease, and negative levels come up a lot at high levels in my games.
See, another difference in philosophy. I think that the human xtra feat is great all the way through, as is that extra skill... if you're playing a character who cares about skills at all (If nothing else, that's two points of intelligence you don't have to buy to meet what you want). You're right, noncasters in my games don't really notice poison by mid levels. Just casters and the occasional full rogue might care. Disease almost never comes up, whether I'm GMing or someone else is, or we're running a module. It's pretty awesome against mummys, but... Negative levels, that happens more frequently, and is indeed a pain. So does nausea, paralysis, etcetra. (Which they're also immune to).
ThirdWizard said:
IMO what they should have done instead of make the armor feats is to just make it so that warforged have to spend extra for armor to have it attached to them and pay something to have it removed.
Here we totally agree. Although apparently because you think the feat is too good and I think that it's a specific cost that the game designers built in. Of course, since I think that it's a liability, I'd say that change would boost the overall power of the warforged.
Klaus said:
I answered the "how much would adamantine sell for" in another thread. The short answer would be "not much, actually".
I think I started that thread. New thread for a tangential topic, get more and better responses. I haven't really looked yet today to see what people are thinking. Overall, however, I think that it really *should* sell for around what you could get if you'd conquered a person wearing actual armor. Heck, at low levels characters are bringing back normal leather armor... they defeat a guy wearing what's nearly adamantine full plate and they can't even recover the amount of a MW medium armor? Still, it'll be interesting to see what everyone else thinks.
Edit: I completely agree that the author didn't intend for the feat to be sellable. But you KNOW that it is, somehow.