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Why are Warforged so bad?
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<blockquote data-quote="Von Ether" data-source="post: 2157052" data-attributes="member: 15582"><p>I'm happy to agree to disagree, but I'd like to tackle these for anyone who does get stuck with a "what do I do now" when it comes to WF ... like those pesky druids.</p><p></p><p>It can affect a warforged greatly. Such dangers might kill off his backup. Then there is the idea of being eternally in statis (broken down) in the middle of nowhere. In fact, this is a perfect example of how ROE helped out. You find out that while WF may not fear "dying" they aren't really crazy about the idea of suddenly waking up at someone else's mercy and discovering they let their friends die. In additon to that, who ever repaired them is going to think they are the WF's "owner." And sometimes, falling into the middle of the ocean with no land marks to get you to shore effectvely makes you "dead" for game purposes.</p><p></p><p>From what I read, warforged can form deep bonds of friendship. Most are not crazy to have lost friends, flesh or metal, during the war. Now add a sense of helplessness and guilt, there's some tension for ya! If your players can't roleplay tension because their PC are not in personal danger .... I've started to ramble, on to the next.</p><p></p><p> Check out the Reforged. These guys would all be about trying to understand new emotions and ties.</p><p></p><p> Then you'll love half-orcs in Eberron, they breed true. The orcs in Eb are more noble, honorable tribal compared to minions of evil.</p><p></p><p></p><p></p><p>Trust me, I've had several players try to railroad me with their PC concepts. Rich royalty and prototype psychic teenagers have done much more to derail my games at low-levels that WF have so far. In fact the WF scout in our group has been more useful thanks to his special abilites as compared to be a hinderance.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 2157052, member: 15582"] I'm happy to agree to disagree, but I'd like to tackle these for anyone who does get stuck with a "what do I do now" when it comes to WF ... like those pesky druids. It can affect a warforged greatly. Such dangers might kill off his backup. Then there is the idea of being eternally in statis (broken down) in the middle of nowhere. In fact, this is a perfect example of how ROE helped out. You find out that while WF may not fear "dying" they aren't really crazy about the idea of suddenly waking up at someone else's mercy and discovering they let their friends die. In additon to that, who ever repaired them is going to think they are the WF's "owner." And sometimes, falling into the middle of the ocean with no land marks to get you to shore effectvely makes you "dead" for game purposes. From what I read, warforged can form deep bonds of friendship. Most are not crazy to have lost friends, flesh or metal, during the war. Now add a sense of helplessness and guilt, there's some tension for ya! If your players can't roleplay tension because their PC are not in personal danger .... I've started to ramble, on to the next. Check out the Reforged. These guys would all be about trying to understand new emotions and ties. Then you'll love half-orcs in Eberron, they breed true. The orcs in Eb are more noble, honorable tribal compared to minions of evil. Trust me, I've had several players try to railroad me with their PC concepts. Rich royalty and prototype psychic teenagers have done much more to derail my games at low-levels that WF have so far. In fact the WF scout in our group has been more useful thanks to his special abilites as compared to be a hinderance. [/QUOTE]
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