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Why are Warforged so bad?
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<blockquote data-quote="fanboy2000" data-source="post: 2165535" data-attributes="member: 19998"><p>Ugh, polymorph. That's spell has several threads dedicated to it for good reason.</p><p></p><p>Moving away from the immunites, we've gone as far as we can go with that, another problem is campaign design. As Kamikaze Midget, an all undead or all poison campaign is out. When you use Warforged as a playable race in Eberron, all the support material is written for you. What extra work is needed is done by campaign designers. When you take warforged out of Eberron, and put it in a campaign setting that only uses rules from the three core books, warforged don't fit so neatly. Also, if your already running a well designed and thought-out campaign, warforged might be over or under powered depending on the campaign you run. </p><p></p><p>Any well designed campaign is going to have to take into account the changes the DM makes to the standered setting. Kamikaze Midget's argument falls appart when you realize that warforged are only annoying to DMs who wouldn't include them anyways. Some of the things he would change altter the feel and flavor of warforged to me. Requiring an energy source makes them into robots. You can argue that they're robots anyways, but powering them by magic adds more flavor to the game and distances them from the robot shtick. Ditto for breathing and such. Removing the construct type and replaceing it with humanoid also distances the flavor of warforged for me. </p><p></p><p>My point is this: the argument against warforged simply isn't a straight game mechanical one, it's one based on the DMs choice of campaign. Eberron is takes warforged into account and does it well. Other campaigns don't. I find it interesting that one person who said they mined ECS for ideas and included warforged in their game, altered their flavor radically.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 2165535, member: 19998"] Ugh, polymorph. That's spell has several threads dedicated to it for good reason. Moving away from the immunites, we've gone as far as we can go with that, another problem is campaign design. As Kamikaze Midget, an all undead or all poison campaign is out. When you use Warforged as a playable race in Eberron, all the support material is written for you. What extra work is needed is done by campaign designers. When you take warforged out of Eberron, and put it in a campaign setting that only uses rules from the three core books, warforged don't fit so neatly. Also, if your already running a well designed and thought-out campaign, warforged might be over or under powered depending on the campaign you run. Any well designed campaign is going to have to take into account the changes the DM makes to the standered setting. Kamikaze Midget's argument falls appart when you realize that warforged are only annoying to DMs who wouldn't include them anyways. Some of the things he would change altter the feel and flavor of warforged to me. Requiring an energy source makes them into robots. You can argue that they're robots anyways, but powering them by magic adds more flavor to the game and distances them from the robot shtick. Ditto for breathing and such. Removing the construct type and replaceing it with humanoid also distances the flavor of warforged for me. My point is this: the argument against warforged simply isn't a straight game mechanical one, it's one based on the DMs choice of campaign. Eberron is takes warforged into account and does it well. Other campaigns don't. I find it interesting that one person who said they mined ECS for ideas and included warforged in their game, altered their flavor radically. [/QUOTE]
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