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Why are Warforged so bad?
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<blockquote data-quote="fanboy2000" data-source="post: 2163618" data-attributes="member: 19998"><p>The various immunities warforged get don't bother me for a few reasons. One is that D&D assumes variety. A party of four PCs of the same race and class is more vulnerable than one of different races and classes. CRs and ELs are all based on that assumtion. Making a save from a one time effect as the same end result as being immune to it. One of the things I've leard from DMing that the CR and EL system assumes that one of the party survives. A rust monster's CR, for example, takes into account that one or two of the party members isn't depending on his or her equipment. Being made out metal. </p><p></p><p>The second thing is that many of the things they are immune to are status conditions. Status conditions are great for adding flavor to an encounter, but I wouldn't design a whole campaign around it. For one thing, status conditions get to be about as boring as straight combat. I wouldn't design a campaign where the only thing the PCs fought was Orc fighters; I wouldn't design a campaign where the only threat was being poisoned, or level drained, or put to sleep, or etc.... I would, most certantly, design an adventure where that was the primary threat, but even without warforged I wouldn't stake all the tension it. </p><p></p><p>I think this is why, even with all the immunites, warforged are LA+0, with the varity of challenges to overcome in the game, the status conditions warforged are immune to make a small number of what actually sees play. Obviously, campaigns differ. </p><p></p><p>When it comes to eating, breathing, and sleeping the challenges that target thouse areas also make-up a small number of the number of what PCs actually spend game time on. I personaly don't spend a lot of game time on basic wilderness survival. I run a norse campaign where a couple of the PCs have ranks in survival and usually handle it with a skill chaeck and few words about what they got if they were sucessful. That's the most I've delt with food. I can't, off the top of my head, think of instance where breathing came into play on land. There's the spell Miasma, but I banned that spell when I first saw it because I think it's horribly broken. I even think the Complete Divine version is broken. Breating presents a few problems, from a rules standpoint. Because every PC race listed in the PHB has to breath, no save can keep you from suffocating under the right conditions. If you design a trap where the party is is going to suffocate if the rogue doesn't disable it, the party will die if the rogue fails. In most other traps not designed by the troll Gimtooth, a failure doesn't mean a TPK. While there is drama associated with that kind of situation, but from a game mechaincs standpoint, it's just one skill check that needs to be made in a certian amount of time. Not very dramatic for the players. </p><p></p><p>If your running sea encounters, you need to add rules to the game. I wouldn't add crush depth, but it's just as valid house rule as any. Adding house rules, which is partly what the section I refered to was about, is a natural part of the game. In fact, I think every gaming group runs into situations that aren't covered in the core rules, and thouse DMs adjudicate the situations as desired all the time. Adding crush depth to make the fear of falling into the ocean more real for the warforged is one way to handle the situation. </p><p></p><p>Also, adding house rules has nothing to do with controling a character and running it like an NPC. I'm not even sure why you brought it up.</p><p></p><p>Edit: Well, I learned something new today. DMG page 304</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 2163618, member: 19998"] The various immunities warforged get don't bother me for a few reasons. One is that D&D assumes variety. A party of four PCs of the same race and class is more vulnerable than one of different races and classes. CRs and ELs are all based on that assumtion. Making a save from a one time effect as the same end result as being immune to it. One of the things I've leard from DMing that the CR and EL system assumes that one of the party survives. A rust monster's CR, for example, takes into account that one or two of the party members isn't depending on his or her equipment. Being made out metal. The second thing is that many of the things they are immune to are status conditions. Status conditions are great for adding flavor to an encounter, but I wouldn't design a whole campaign around it. For one thing, status conditions get to be about as boring as straight combat. I wouldn't design a campaign where the only thing the PCs fought was Orc fighters; I wouldn't design a campaign where the only threat was being poisoned, or level drained, or put to sleep, or etc.... I would, most certantly, design an adventure where that was the primary threat, but even without warforged I wouldn't stake all the tension it. I think this is why, even with all the immunites, warforged are LA+0, with the varity of challenges to overcome in the game, the status conditions warforged are immune to make a small number of what actually sees play. Obviously, campaigns differ. When it comes to eating, breathing, and sleeping the challenges that target thouse areas also make-up a small number of the number of what PCs actually spend game time on. I personaly don't spend a lot of game time on basic wilderness survival. I run a norse campaign where a couple of the PCs have ranks in survival and usually handle it with a skill chaeck and few words about what they got if they were sucessful. That's the most I've delt with food. I can't, off the top of my head, think of instance where breathing came into play on land. There's the spell Miasma, but I banned that spell when I first saw it because I think it's horribly broken. I even think the Complete Divine version is broken. Breating presents a few problems, from a rules standpoint. Because every PC race listed in the PHB has to breath, no save can keep you from suffocating under the right conditions. If you design a trap where the party is is going to suffocate if the rogue doesn't disable it, the party will die if the rogue fails. In most other traps not designed by the troll Gimtooth, a failure doesn't mean a TPK. While there is drama associated with that kind of situation, but from a game mechaincs standpoint, it's just one skill check that needs to be made in a certian amount of time. Not very dramatic for the players. If your running sea encounters, you need to add rules to the game. I wouldn't add crush depth, but it's just as valid house rule as any. Adding house rules, which is partly what the section I refered to was about, is a natural part of the game. In fact, I think every gaming group runs into situations that aren't covered in the core rules, and thouse DMs adjudicate the situations as desired all the time. Adding crush depth to make the fear of falling into the ocean more real for the warforged is one way to handle the situation. Also, adding house rules has nothing to do with controling a character and running it like an NPC. I'm not even sure why you brought it up. Edit: Well, I learned something new today. DMG page 304 [/QUOTE]
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