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<blockquote data-quote="Najo" data-source="post: 3929950" data-attributes="member: 9959"><p>I have two points I like to make about Mike Mearls comments here:</p><p></p><p>1) I am not hijacking this thread, but for the reasons Mike doesn't like Sunder is the very same reason feats that drag fluff into the game are bad (here is looking at you Golden Wyvern Adept). It doesn't respect a DM's campaign and takes away the DM's control of his story and setting. We are discussing the named feats here: <a href="http://www.enworld.org/showthread.php?t=213695" target="_blank">http://www.enworld.org/showthread.php?t=213695</a></p><p></p><p>2) I disagree that Sunder is as determental as Mike makes it sound. Characters shouldn't be as item dependant and Sunder should be more rare than it is now. Having to reforge a magic weapon can become an interesting part of the story and be heroic in itself. A key encounter can become very tense when the fighter's weapon is destroyed and he has to fit the BBEG without it. </p><p></p><p>Currently, I think Sunder is to easy to do in D&D, and overall, doesn't need to be so prominant in the combat rules. Because of this it is easier to just remove, but I think they should find a way to leave it in but lessen its impact on the game. Sunder has its place, just as disarming, grappling, etc. Likewise, sunder works for as well for as against the heroes when heroes sunder an enemy's weapon. Those scenes can be intense too.</p></blockquote><p></p>
[QUOTE="Najo, post: 3929950, member: 9959"] I have two points I like to make about Mike Mearls comments here: 1) I am not hijacking this thread, but for the reasons Mike doesn't like Sunder is the very same reason feats that drag fluff into the game are bad (here is looking at you Golden Wyvern Adept). It doesn't respect a DM's campaign and takes away the DM's control of his story and setting. We are discussing the named feats here: [url]http://www.enworld.org/showthread.php?t=213695[/url] 2) I disagree that Sunder is as determental as Mike makes it sound. Characters shouldn't be as item dependant and Sunder should be more rare than it is now. Having to reforge a magic weapon can become an interesting part of the story and be heroic in itself. A key encounter can become very tense when the fighter's weapon is destroyed and he has to fit the BBEG without it. Currently, I think Sunder is to easy to do in D&D, and overall, doesn't need to be so prominant in the combat rules. Because of this it is easier to just remove, but I think they should find a way to leave it in but lessen its impact on the game. Sunder has its place, just as disarming, grappling, etc. Likewise, sunder works for as well for as against the heroes when heroes sunder an enemy's weapon. Those scenes can be intense too. [/QUOTE]
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