How do you handle special Warforged Components and Grafts? I am planning on running a game in a world similar to Eberron, and I was trying to think of how best to represent this kind of thing mechanically. In my world, there are people who augment themselves with alchemy or become transformed by large concentrations of magic.
I considered feats, but it doesn't seem appropriate.
For Warforged Components or augmentations, I figured they could be treated as magic items. They provide a simple benefit with only a minor change to the character which may be interchanged, comparable to a magic item.
For Grafts or transformations, I was thinking of treating them as artifacts. They can provide a number of benefits, significantly change the character, and are intrinsically linked to the character. Characters are normally limited to 1 artifact, but they can change & grow more powerful with character progression. In this way, a character would forgo an artifact to take on a successive Grafts or a growing transformation, gaining similar benefits.
Ideas or criticisms?