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Why are Warforged so bad?
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<blockquote data-quote="ARandomGod" data-source="post: 2164119" data-attributes="member: 17296"><p>This is, of course, true. A GM doesn't have to remove these threats altogether, however, as long as it's not something that the warforged can do completely alone.</p><p></p><p></p><p></p><p>I was under the impression that those were new arcane spells, not just restricted to artificers...</p><p></p><p></p><p></p><p>And, apparently, paralysing mind effects too. A little odd, but as far as I can see still true. </p><p></p><p></p><p></p><p>You could, of course, keep the Living Construct thing and simply redefine Living Construct the way you think is best. That particular thing is simply a matter of semantics.</p><p></p><p>If nothing else, I think that they should keep the 'no food no drink no air' part. They could even require a period of downtime to recharge... then no stepping on the elves sleeplessness (as if they couldn't share that) and they get their own schtick. Say that they're powered by 'magic'. They can exist for a period of time in an antimagic field, but they can't 'sleep' or recharge in that field. I'd personally probably keep the sleeplessness and immunity to fatigue. I mean, they're built that way for a reason, the perfect warrior. Doesn't sleep/eat/drink/dream. But they screwed up on the dream bit by giving them too much independant thought.</p><p></p><p></p><p>And, of course, if you're going to nerf them that much, you should either give them an extra feat to be spent on Armored Body (Choose special material and armor type, you've got that armor forever) or just making them all stick with composit until they buy armor upgrades, similiar but different to everyone else needing to buy armor if they want it.</p><p></p><p>That total absense of first level feats if you ever want any real armor is a real hurt.</p><p></p><p>I was once in a party (lowish level) with a warforged, and there was a spot the party really wan't supposed to be able to get past, guarded by mummies. The warforged attacked while everyone else spent every turn either performing 'aid another' for the warforged, or using wands/spells of cure light wounds/repair minor damage. He was the only one who could really hurt them, and the only one completely unafraid of mummy rot. So point taken there.</p><p></p><p>On the other hand, we still didn't get past it. We killed one of the two, but the other managed to threaten the other members enough that we had to back away. He couldn't have taken them out alone.</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 2164119, member: 17296"] This is, of course, true. A GM doesn't have to remove these threats altogether, however, as long as it's not something that the warforged can do completely alone. I was under the impression that those were new arcane spells, not just restricted to artificers... And, apparently, paralysing mind effects too. A little odd, but as far as I can see still true. You could, of course, keep the Living Construct thing and simply redefine Living Construct the way you think is best. That particular thing is simply a matter of semantics. If nothing else, I think that they should keep the 'no food no drink no air' part. They could even require a period of downtime to recharge... then no stepping on the elves sleeplessness (as if they couldn't share that) and they get their own schtick. Say that they're powered by 'magic'. They can exist for a period of time in an antimagic field, but they can't 'sleep' or recharge in that field. I'd personally probably keep the sleeplessness and immunity to fatigue. I mean, they're built that way for a reason, the perfect warrior. Doesn't sleep/eat/drink/dream. But they screwed up on the dream bit by giving them too much independant thought. And, of course, if you're going to nerf them that much, you should either give them an extra feat to be spent on Armored Body (Choose special material and armor type, you've got that armor forever) or just making them all stick with composit until they buy armor upgrades, similiar but different to everyone else needing to buy armor if they want it. That total absense of first level feats if you ever want any real armor is a real hurt. I was once in a party (lowish level) with a warforged, and there was a spot the party really wan't supposed to be able to get past, guarded by mummies. The warforged attacked while everyone else spent every turn either performing 'aid another' for the warforged, or using wands/spells of cure light wounds/repair minor damage. He was the only one who could really hurt them, and the only one completely unafraid of mummy rot. So point taken there. On the other hand, we still didn't get past it. We killed one of the two, but the other managed to threaten the other members enough that we had to back away. He couldn't have taken them out alone. [/QUOTE]
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