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Why are Warforged so bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 2168375" data-attributes="member: 2067"><p>True, and that's part of the issue. A +10 to attack rolls but a -10 to AC is not good game balance, and it makes things unplayable and awkward in certain ways. Sure, the Warforged are more like a +5/-5, which is why they're still playable and fair and not overpowered, but for the first few levels especially, that matters.</p><p></p><p>Take a look at some of the high LA critters out there. Lists of immunities, protections, spell-like abilities a mile long, but if you play out of the mold of the monster, your list of suck and mediocrity is at least that long. The warforged have the same issue, but no LA because it's on a drastically smaller scale.</p><p></p><p></p><p></p><p>The thing with the Warforged is that if they're properly taken into account, they are completely okay for most parties and most campaigns. That's why I'm not out there crying for their utter abolition or anything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> But something can be a poor design choice (IMHO) and still be completely playable, because it makes the game more awkward, but it doesn't violate that enough to doom a campaign. I'm not saying they can't be challenged, I'm saying they can't be challenged with certain common risks. This encourages a kind of "rock-paper-scissors" gameplay that no other race does, and it's not the kind of gameplay I generally like to see, because I love the gray areas that have their own unique appeal. The Warforged don't have much gray area, mechancially speaking.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2168375, member: 2067"] True, and that's part of the issue. A +10 to attack rolls but a -10 to AC is not good game balance, and it makes things unplayable and awkward in certain ways. Sure, the Warforged are more like a +5/-5, which is why they're still playable and fair and not overpowered, but for the first few levels especially, that matters. Take a look at some of the high LA critters out there. Lists of immunities, protections, spell-like abilities a mile long, but if you play out of the mold of the monster, your list of suck and mediocrity is at least that long. The warforged have the same issue, but no LA because it's on a drastically smaller scale. The thing with the Warforged is that if they're properly taken into account, they are completely okay for most parties and most campaigns. That's why I'm not out there crying for their utter abolition or anything. :p But something can be a poor design choice (IMHO) and still be completely playable, because it makes the game more awkward, but it doesn't violate that enough to doom a campaign. I'm not saying they can't be challenged, I'm saying they can't be challenged with certain common risks. This encourages a kind of "rock-paper-scissors" gameplay that no other race does, and it's not the kind of gameplay I generally like to see, because I love the gray areas that have their own unique appeal. The Warforged don't have much gray area, mechancially speaking. [/QUOTE]
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