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Dwarf and poison.
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<blockquote data-quote="FinalSonicX" data-source="post: 5922116" data-attributes="member: 63787"><p>The Assassin (and not just classed assassins, but would-be assassins who poison the king's food!), Rogues in general, Spiders, Scorpions and other vermin, Drow and other intelligent evil races, Some fighters and rangers, Various traps, and Naga. These examples of people or things that use poison are not what I would consider "corner cases".</p><p></p><p></p><p></p><p>Dwarves are hardly what I'd call an oddball race. I was thinking more along the lines of setting-specific races like Warforged, or players who play certain monster races (a theoretical fire-elemental PC should be immune to fire, of course!).</p><p></p><p></p><p></p><p>Dwarves have always resisted poison - that's a major difference from saying dwarves are immune. Giving dwarves a +10 bonus or advantage would represent resistance well while still permitting failure.</p><p></p><p>Furthermore, we aren't talking about an older edition here. Even if you think previous editions had pitiful dwarven poison resistance - we can fix it without "throwing the baby out with the bathwater". How do you think that advantage or a +10 bonus would result in dwarven poison resistance being "an utter joke"?</p><p></p><p></p><p></p><p>The problem is that undead, demons, devils, and angels aren't always involved in an adventure or campaign plot. In an adventure without those creatures, a dwarf should optimally be using poison quite a bit. These aren't dragons or demons we're talking about - this is a core player race that we don't want "spamming poison as they are immune".</p><p></p><p></p><p></p><p>This edition is supposedly about unification. Why should I be forced to houserule something to fix something that wasn't in any edition of D&D I'm aware of before? It has always been resistance, if I'm not mistaken here. Immunity limits the stories I can tell - now I can't say the dwarven king was killed by poison, the assassins I send to fight the dwarven party member are going to have to rely on martial force and spells alone, and the dangerous wood elves with their fey poisons can't stop the dwarves from waltzing in and chopping down trees.</p><p></p><p>You see where I'm coming from here? The immunity is unprecedented, uncalled for, and it is a non-inclusive racial ability. It locks off whole storylines and settings and it BEGS for houseruling.</p></blockquote><p></p>
[QUOTE="FinalSonicX, post: 5922116, member: 63787"] The Assassin (and not just classed assassins, but would-be assassins who poison the king's food!), Rogues in general, Spiders, Scorpions and other vermin, Drow and other intelligent evil races, Some fighters and rangers, Various traps, and Naga. These examples of people or things that use poison are not what I would consider "corner cases". Dwarves are hardly what I'd call an oddball race. I was thinking more along the lines of setting-specific races like Warforged, or players who play certain monster races (a theoretical fire-elemental PC should be immune to fire, of course!). Dwarves have always resisted poison - that's a major difference from saying dwarves are immune. Giving dwarves a +10 bonus or advantage would represent resistance well while still permitting failure. Furthermore, we aren't talking about an older edition here. Even if you think previous editions had pitiful dwarven poison resistance - we can fix it without "throwing the baby out with the bathwater". How do you think that advantage or a +10 bonus would result in dwarven poison resistance being "an utter joke"? The problem is that undead, demons, devils, and angels aren't always involved in an adventure or campaign plot. In an adventure without those creatures, a dwarf should optimally be using poison quite a bit. These aren't dragons or demons we're talking about - this is a core player race that we don't want "spamming poison as they are immune". This edition is supposedly about unification. Why should I be forced to houserule something to fix something that wasn't in any edition of D&D I'm aware of before? It has always been resistance, if I'm not mistaken here. Immunity limits the stories I can tell - now I can't say the dwarven king was killed by poison, the assassins I send to fight the dwarven party member are going to have to rely on martial force and spells alone, and the dangerous wood elves with their fey poisons can't stop the dwarves from waltzing in and chopping down trees. You see where I'm coming from here? The immunity is unprecedented, uncalled for, and it is a non-inclusive racial ability. It locks off whole storylines and settings and it BEGS for houseruling. [/QUOTE]
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