Monday, December 31, 2012

Dungeons and Dragons Next: Warforge Errata

After giving it some thought, I decided it was time to reevaluate my Warforged design for D&D Next. I have to admit, though, that I am excited for the day Wizards of the Coast publishes their own design and I can drop this like a ton of bricks.

Warforged

Traits
As a warforged, you gain the following traits:

Size: Medium
Speed: 30 feet
Construct Recharge: You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Living Construct: You are a living construct. You do not need to eat, drink, breathe, or sleep and are immune to poison. You never make Constitution checks or saves to resist the effects of starvation, thirst, and/or suffocation. All other conditions and effects affect you normally.
Languages: You can speak, read, and write Common.
Subrace: Choose a subrace. The two available are Mechanical and Mystical.

Mechanical
Some warforged are constructed with mechanical joints and gears, powered by a magical core that contains the "soul" of the warforged. They are stronger and heartier than their more magically created brothers.

Ability Score Adjustment: Your starting Constitution score increases by 1.
Robotic Accuracy: You gain a d6 as an Accuracy Die. When you make any attack, check, or save with the Strength, Dexterity, or Constitution abilities, you can spend your Accuracy Die to roll it and add its result to the initial d20 roll. The Accuracy Die recharges after a short or long rest.

Mystical
Warforged created via magical means, almost golem-like, are more in tune with the arcanical powers that created them. These warforged are more likely to be spell casters than their clockwork siblings.

Ability Score Adjustment: Your starting Intelligence score increases by 1.
Arcane Accuracy: You gain a d6 as an Accuracy Die. When you make any attack, check, or save with the Intelligence, Wisdom, or Charisma abilities, you can spend your Accuracy Die to roll it and add its result to the initial d20 roll. The Accuracy Die recharges after a short or long rest.

Designer Notes: Before the latest playtest packet was released, I had this idea of taking the Maneuver mechanic and applying it to other parts of the game experience. Apparently, so did the people at Wizards of the Coast. The spending and rolling a die mechanic seems to be all over the most recent packet. Great minds, eh?

The Warforged race was created for use in the current iteration of the DnD Next Playtest by Wizards of the Coast.

4 comments:

  1. Although I do like the ide of the accuracy die, I believe a better idea would be to just give advantage on rolls involving Mechanical or Mystical abilities.

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  2. Sorry I also believe you have them a little over-powering. I would make to were you must choose one or two abilities at creation and those are the abilities that gain advantage. Limiting the choices of abilities available based on the Mechanical or Mystical abilities you have already grouped together.

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  3. The D&D Next races have one racial ability bonus and one sub-race ability bonus but the Warforged only has a sub-race ability bonus - is that intentional?

    The 3rd Ed Warforged have a limitation where they get limited healing from most forms of healing. Perhaps adding this in some form would rebalance the race. Obviously there would need a repair cantrip and repair spell to enable some kind of robot healing

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    Replies
    1. This was made before the races had two ability bonuses. This race needs another face lift.

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