Avista
2019-10-09, 07:08 PM
Our table runs a heavily focused exploration campaign, and a large part of it involves rations and foraging. I wanted to introduce the Warforged and I've managed to balance a lot of it to fit nicely with the setting, except for the "Doesn't need food to survive."
I've drafted an alternative form of nourishment through Solar Energy, but I'm not happy with it. Most of the campaign is in the wild and provide plenty of sunshine, negating the need entirely. But it also proves detrimental for dungeon and cave explorations, which isn't fun. It's also makes things unnecessarily more complicated.
Solar Energy. As a Warforged, you do not need to eat or drink to survive. Instead you charge yourself with sunlight, through a special rune on your body. This rune is usually positioned on the shoulder, arms, or head to provide direct access to the environment. Most warforged prefer loose garments or integrate armor to maintain exposure for the rune.
Solar rune
a. Covering the rune can starve the warforged, even if the rest of the body is exposed to sunlight.
b. During absorption of sunlight, the rune emits a soft orange glow.
Exposure
a. The Warforged requires 1 hour of exposure to nourish themselves for 1 day.
b. Bad weather is not detrimental, unless the sun is completely blotted out to the effect it is complete
darkness or similar to night time.
c. Can move about and participate in activities while charging rune.
d. Reflecting sunlight with a mirror or other reflective surface will not grant the exposure.
e. If unable to charge rune, gain 1 stack of exhaustion for that day, similar to other races failing to
consume rations. You are forced to consume energy from your reserves until you can recharge from
sunlight again.
I want to keep the flavor of a Warforged's resilience as a living construct, without relying on food and drink but not giving them a free pass on nourishment. Can anyone come up with a better solution, or comment on a change to the Solar Energy rule?
I've drafted an alternative form of nourishment through Solar Energy, but I'm not happy with it. Most of the campaign is in the wild and provide plenty of sunshine, negating the need entirely. But it also proves detrimental for dungeon and cave explorations, which isn't fun. It's also makes things unnecessarily more complicated.
Solar Energy. As a Warforged, you do not need to eat or drink to survive. Instead you charge yourself with sunlight, through a special rune on your body. This rune is usually positioned on the shoulder, arms, or head to provide direct access to the environment. Most warforged prefer loose garments or integrate armor to maintain exposure for the rune.
Solar rune
a. Covering the rune can starve the warforged, even if the rest of the body is exposed to sunlight.
b. During absorption of sunlight, the rune emits a soft orange glow.
Exposure
a. The Warforged requires 1 hour of exposure to nourish themselves for 1 day.
b. Bad weather is not detrimental, unless the sun is completely blotted out to the effect it is complete
darkness or similar to night time.
c. Can move about and participate in activities while charging rune.
d. Reflecting sunlight with a mirror or other reflective surface will not grant the exposure.
e. If unable to charge rune, gain 1 stack of exhaustion for that day, similar to other races failing to
consume rations. You are forced to consume energy from your reserves until you can recharge from
sunlight again.
I want to keep the flavor of a Warforged's resilience as a living construct, without relying on food and drink but not giving them a free pass on nourishment. Can anyone come up with a better solution, or comment on a change to the Solar Energy rule?