Character guidelines.   Posted by GM.Group: 0
GM
 GM, 3 posts
Wed 20 Apr 2016
at 20:20
Character guidelines
I tend not to like restrictions on character creation, but this game and my current situation require them.

My current situation is that I have most of the 4e books, but none of the articles. I don't have a D&DI account. Therefore, I prefer to limit options to those in the books. Should be plenty.

First level, because it's easiest, especially for a group of strangers.

Ability scores will be the Standard Array: 16, 14, 13, 12, 11, 10. I don't enjoy maxed out characters, and frankly I feel that they disrupt some core assumptions about 4th Edition.

The race is restricted to warforged, of course. An update allows them to take a bonus to Intelligence instead of one of their other scores (Strength, I think, since it makes sense for all Warforged to be tough).

Not all classes are appropriate for newly created warforged who have been trained in a hidden facility. Primarily, only martial, arcane and psionic really make sense to me. Specifically, I'm thinking of the following classes, which offer choices for each power source:

Fighter(including Slayer),
Ranger (Beastmaster animals will be constructs with the same physical needs, but otherwise no different. Primal rangers are not included),
Rogue (including Thief),
Warlord,
Wizard (including Mage, not including those with the shadow source),
Artificer,
Swordmage,
Psion,
Monk,
Ardent,
Battlemind,
Sorcerer.

Bard: I'm iffy on Bard, because that seems like an odd choice for a being that isn't of the world.
Warlock: Goes against the isolation idea, and downplays the shadowy creator as the sole creator. Still, it might work, as a pact with the force of the forge itself.

Divine classes: What I like about divine classes in 4th Edition is that there doesn't need to be a god involved. If the character were devoted to the purpose of "warforged" as a group in need of help, or to fulfilling this group's own purpose, I'd be fine with the idea. Basically, such characters are, I feel, simply more driven than their martial counterparts.

Shadow: Sort of an overarching theme of its own, to me. Muddies the water here.

Primal: I'm probably being too literal, but I can't think of a way that makes me comfortable in which the initial group could have much of a primal connection. But there are almost certainly primal forces at work in a creation forge. So, not ideal, but I'm open to a discussion.

I know that the racial restrictions mean that not all allowed classes will be able to be made with an 18 in their main ability score. If this is important to you, you're still left with Fighter, Slayer, Warlord, Ranger, Wizard, Artificer, Swordmage, Psion and Battlemind.

Even though the forge facility supplies the characters' needs, it is going to be destroyed soon, leaving them with not much more than what a standard adventurer would start with. Remember that there's no need to spend starting gold on a bed, food or water. A standard "warforged" adventurer's kit costs 8 gp, weighs 14 lb. and consists of:
Backpack (empty, may be embedded or attached)
Flint and steel
Pouch, belt (empty, may be embedded or attached)
Rope, hempen (50 ft.)
Sunrods (2) (may be embedded or attached. When in use, occupies hand slot)

Warforged are not robots or typical unthinking constructs. They are living constructs and emerge from the forge with a personality that, if it isn't perfectly formed, is in the process of forming. Even though the PCs are united in the sense that they have identical origins and "upbringings," and have goals that are aligned, they will have personalities as different any other group of individuals.

And speaking of alignment, I'm open to any choice of alignment, especially since alignment is handled loosely in Eberron. My main fear with alignment is that players will use it as justification for blocking each other. Whatever their cosmic inclinations toward good, evil, law or chaos, the PCs should generally consider it unthinkable to oppose their fellows, even if the situation doesn't immediately line up with their morals and personal codes. This doesn't mean that no one should act without a committee hearing on a choice, but that they should have an innate trust that what any of them chooses is with the intention of bettering the group and forwarding the causes of survival and mission.

This group is not physically different from other warforged except for ghulra that appear slightly more intricate. They are "medium" creatures, though so are goliaths and dwarves, so there's a range that's broader than even normal human variation.

This message was last edited by the GM at 16:22, Fri 22 Apr 2016.

GM
 GM, 17 posts
Mon 9 May 2016
at 19:38
Character guidelines
Regarding background and themes, I don't think they're really necessary or called for in this game, so please leave them off.