Being honest here, I kind of wish Warforged didn't have the ability to float. Without constant motion they'd sink to the bottom, as a balancing trait to not needing to breathe.
That's not really a balance. There are already races that can hold their breath for long periods of time (lizardfolk, tortels), forever (air genasi), or simply breath underwater (water genasi, sea elves, tritons) and none of them have any sort of restrictions against being able to swim.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Warforged can be made of a multitude of materials (including floating ones, like wood), so I don't see why floating is an issue. Also, in general, the ability to swim is a given for all races and most creatures (but those with a swimming speed can do it faster and without tiring). Maybe the warforged has a swim bladder like apparatus in its interior, or maybe its made of enough wood in its makeup as to be buoyant, or maybe...magic allows them to swim and float just like other creatures. It's D&D, there can be a lot of reasons for things that don't necessarily require them to confirm to traditional physics.
I guess, the idea is to add flavor and colourful limitations without nerfing a race; in order to separate and define the races from being too similar to each other. My DM and I also came up with the rule that toxins that need to be inhaled (like most poison gas traps) have no effect on warforged either, since they don't breathe. Poisons that work on contact though or injury poisons do.
I wish i had realized simply wearing the armor was enough to integrate with it earlier. I forgot about the Integrated protection, and the dm stole a belt of strength off off me.
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Being honest here, I kind of wish Warforged didn't have the ability to float. Without constant motion they'd sink to the bottom, as a balancing trait to not needing to breathe.
That's not really a balance. There are already races that can hold their breath for long periods of time (lizardfolk, tortels), forever (air genasi), or simply breath underwater (water genasi, sea elves, tritons) and none of them have any sort of restrictions against being able to swim.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Warforged can be made of a multitude of materials (including floating ones, like wood), so I don't see why floating is an issue. Also, in general, the ability to swim is a given for all races and most creatures (but those with a swimming speed can do it faster and without tiring). Maybe the warforged has a swim bladder like apparatus in its interior, or maybe its made of enough wood in its makeup as to be buoyant, or maybe...magic allows them to swim and float just like other creatures. It's D&D, there can be a lot of reasons for things that don't necessarily require them to confirm to traditional physics.
I guess, the idea is to add flavor and colourful limitations without nerfing a race; in order to separate and define the races from being too similar to each other. My DM and I also came up with the rule that toxins that need to be inhaled (like most poison gas traps) have no effect on warforged either, since they don't breathe. Poisons that work on contact though or injury poisons do.
Unless your GM really likes using inhalation toxin traps, that's not really going to be something that matters very often.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I wish i had realized simply wearing the armor was enough to integrate with it earlier. I forgot about the Integrated protection, and the dm stole a belt of strength off off me.