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Why are Warforged so bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 2167792" data-attributes="member: 2067"><p>Actually, they're quite old. If I was gonna be angry about new things, I'd be griping about catfolk. Notice I'm not? Perhaps you'd like to reassess the straw man you've set up?</p><p></p><p>The differences between warforged and other races is IMMENSE, much more so than the difference between a halfling and a half-orc. Just take a look at the immunities post above to see how much *more* needs to be thought about with the Warforged that doesn't need to be considered withuot them. No other PC race in the game at the same LA has their breadth of powers, immunities, and vulnerabilities. This quanity and quality makes them different.</p><p></p><p></p><p></p><p>.....why be that narrowminded and uncreative? Certainly any DM worth his salt can challenge creatures of vastly differing abilities and talents? Those who don't are obviously just scared of change! Having a powerful party member creates adventure opportunities and abilities that are so much fun and so many interesting role-playing opportunities are present!</p><p></p><p></p><p></p><p>Actually, that's a dangerously narrow definition power and balance. Balance doesn't come from giving them a +10 to attack rolls but a -10 to AC. That's horribly unbalanced. Suddenly they're paper tigers. They can hit anything, but cannot avoid getting hit. This means that they are drastically wierd and will have to be taken into account when designing adventures: they have to be challenged but not killed, and that requires a deftness and attention that isn't nessecary. It's not a choice of strength and weakness, it's a force on the hand of the DM to pay attention. And to a certain degree, that's exactly what the Warforged do. </p><p></p><p>When the game is set up to challenge creatures of basic human-like function, creating a race that is not (one that is wierd) makes them inordinately powerful simply because the game isn't built from the ground up to challenge them. You can re-build the game, but, again <strong>why should I?</strong></p><p></p><p></p><p></p><p>Won't =/= Can't. In your race to insult me, you deftly made quite a nice handful of assumptions about who I am and what I'm capable of. You missed. Calm down, jump off your high horse, and try not to address me as if I was some lesser form of human for disagreeing with you, kay?</p><p></p><p>It's not a different kettle of fish. I'm sure we could get a million and one suggestions for how to allow that into a party that is 1st level and still have a dynamic and fun game where everyone can contribute. The red dragon is just going to have special attention.</p><p></p><p>That's the same situation, just a worse offender: a creature that is drastically different than the rest of the party, e.g.: weird. Too wierd for most DMs to really bother allowing into a level one party without thinking about quite a bit. Warforged require less thought, but they're not as wierd. "Power" is just another form of wierdness.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2167792, member: 2067"] Actually, they're quite old. If I was gonna be angry about new things, I'd be griping about catfolk. Notice I'm not? Perhaps you'd like to reassess the straw man you've set up? The differences between warforged and other races is IMMENSE, much more so than the difference between a halfling and a half-orc. Just take a look at the immunities post above to see how much *more* needs to be thought about with the Warforged that doesn't need to be considered withuot them. No other PC race in the game at the same LA has their breadth of powers, immunities, and vulnerabilities. This quanity and quality makes them different. .....why be that narrowminded and uncreative? Certainly any DM worth his salt can challenge creatures of vastly differing abilities and talents? Those who don't are obviously just scared of change! Having a powerful party member creates adventure opportunities and abilities that are so much fun and so many interesting role-playing opportunities are present! Actually, that's a dangerously narrow definition power and balance. Balance doesn't come from giving them a +10 to attack rolls but a -10 to AC. That's horribly unbalanced. Suddenly they're paper tigers. They can hit anything, but cannot avoid getting hit. This means that they are drastically wierd and will have to be taken into account when designing adventures: they have to be challenged but not killed, and that requires a deftness and attention that isn't nessecary. It's not a choice of strength and weakness, it's a force on the hand of the DM to pay attention. And to a certain degree, that's exactly what the Warforged do. When the game is set up to challenge creatures of basic human-like function, creating a race that is not (one that is wierd) makes them inordinately powerful simply because the game isn't built from the ground up to challenge them. You can re-build the game, but, again [B]why should I?[/B] Won't =/= Can't. In your race to insult me, you deftly made quite a nice handful of assumptions about who I am and what I'm capable of. You missed. Calm down, jump off your high horse, and try not to address me as if I was some lesser form of human for disagreeing with you, kay? It's not a different kettle of fish. I'm sure we could get a million and one suggestions for how to allow that into a party that is 1st level and still have a dynamic and fun game where everyone can contribute. The red dragon is just going to have special attention. That's the same situation, just a worse offender: a creature that is drastically different than the rest of the party, e.g.: weird. Too wierd for most DMs to really bother allowing into a level one party without thinking about quite a bit. Warforged require less thought, but they're not as wierd. "Power" is just another form of wierdness. [/QUOTE]
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