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Why are Warforged so bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 2163066" data-attributes="member: 2067"><p>Actually, I said:</p><p></p><p></p><p></p><p>I've never run a game in whicih a Sleep spell made or broke an encounter. Perhaps I'm abberant? </p><p></p><p></p><p></p><p>The problem is that he's not fearing for his own life and limb. There's no motive like a low motive, and building action is making the players have an emotional reaction. If the entire campaign is made up largely of encounters like this, the Warforged player won't feel as much action, adventure, excitement, and tension as the rest, unless the encounters are specifically geared for him. The player will be bored (or at least anyone I've played with will be...I'm sure those who just get joy from playing a nigh-invincible robot would be having the time of their lives), not all the time, but more so than the rest. And the reason that it's different with clerics is because clerics have to spend a finite rescource to alleviate the pain. This spending of a rescource can create drama when the rescource gets low, or special challenges resist this rescource. Magic is far from a panacea, otherwise we'd say Magic Missile allows you to overcome any monster because it deals hp damage, and every monster hp. A spell that does something is not the same as immunity from that effect. The warforged, in these cases, is entirely immune to the dramatic situation. Could the mission still fail? Sure, but either way, he's living to see the next day. To have a player feel that way for most of a campaign just isn't something that would be fun for any of my players. To make special exceptions for one PC just isn't something that would be fun for me as a DM. </p><p></p><p></p><p></p><p>Because gaining levels in a class is an expendature of rescources (time and XP, most prominently, but often much more than just that, such as equipment and skill and feat choices, and also "levels" themselves since a campaing usually only has so many to work with), whereas selecting your race is not. You get your race for free (if they're LA +0), just choosing between options. Like feats or spells, this means that all options present at a given level should be roughly similar on the scale. No other race has powers near the Warforged. This isn't to say they're too powerful, this is to say they're too different. This makes them clunky, like a spell that has the statistics of a weapon. It's the reason the main advice for creating new things in the game is "compare it with what's already there." </p><p></p><p>They aren't horrible mostrosities of poor design, but they're clunky and awkward when they could *not* be, and I think that choice was intentional. The designers thought about doing it some other way, but decided that Warforged should be dramatically different from other PC races. This is both an advantage (they feel weird to play, they're weird in the world!) and a disadgadvantage (they're so weird it's hard to fit them into typical adventures). In this case, I feel that the designers made the wrong choice, and that going with a more streamlined, more common sense design would have been better and more fun to play. For me, the clunkiness means that they don't get added. Too much trouble, too little benefit.</p><p></p><p>Or would you argue that Warforged work in pretty much the same way that every other race works?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2163066, member: 2067"] Actually, I said: I've never run a game in whicih a Sleep spell made or broke an encounter. Perhaps I'm abberant? The problem is that he's not fearing for his own life and limb. There's no motive like a low motive, and building action is making the players have an emotional reaction. If the entire campaign is made up largely of encounters like this, the Warforged player won't feel as much action, adventure, excitement, and tension as the rest, unless the encounters are specifically geared for him. The player will be bored (or at least anyone I've played with will be...I'm sure those who just get joy from playing a nigh-invincible robot would be having the time of their lives), not all the time, but more so than the rest. And the reason that it's different with clerics is because clerics have to spend a finite rescource to alleviate the pain. This spending of a rescource can create drama when the rescource gets low, or special challenges resist this rescource. Magic is far from a panacea, otherwise we'd say Magic Missile allows you to overcome any monster because it deals hp damage, and every monster hp. A spell that does something is not the same as immunity from that effect. The warforged, in these cases, is entirely immune to the dramatic situation. Could the mission still fail? Sure, but either way, he's living to see the next day. To have a player feel that way for most of a campaign just isn't something that would be fun for any of my players. To make special exceptions for one PC just isn't something that would be fun for me as a DM. Because gaining levels in a class is an expendature of rescources (time and XP, most prominently, but often much more than just that, such as equipment and skill and feat choices, and also "levels" themselves since a campaing usually only has so many to work with), whereas selecting your race is not. You get your race for free (if they're LA +0), just choosing between options. Like feats or spells, this means that all options present at a given level should be roughly similar on the scale. No other race has powers near the Warforged. This isn't to say they're too powerful, this is to say they're too different. This makes them clunky, like a spell that has the statistics of a weapon. It's the reason the main advice for creating new things in the game is "compare it with what's already there." They aren't horrible mostrosities of poor design, but they're clunky and awkward when they could *not* be, and I think that choice was intentional. The designers thought about doing it some other way, but decided that Warforged should be dramatically different from other PC races. This is both an advantage (they feel weird to play, they're weird in the world!) and a disadgadvantage (they're so weird it's hard to fit them into typical adventures). In this case, I feel that the designers made the wrong choice, and that going with a more streamlined, more common sense design would have been better and more fun to play. For me, the clunkiness means that they don't get added. Too much trouble, too little benefit. Or would you argue that Warforged work in pretty much the same way that every other race works? [/QUOTE]
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