djdaidouji
First Post
Something I'm finding a lot in discussions is "this shouldn't work because." Things like sneak attacking a slime or charming undead in 4e, though this idea isn't restricted to 4e.
The thing is, the mechanics are there. To make mechanics balanced, you have to get rid of a certain amount of logic. So what I suggest is putting "This would work if" in your mind rather then "this shouldn't work because."
For example: a rogue remembers a piece of lore about slimes, if you cut off a piece of them in the top left with a bubble shaped like a star, it harms them significantly, but it requires timing and concentration to pull off. Therefore, a rogue can sneak attack a slime.
This one was mentioned in a thread earlier: The charm spell is actually taking the soul and make it more receptive to you, which makes the target think they like you. A skeleton still has a semblance of a soul, or at least something similar enough that the charm spell will affect it, so a charm spell works on a skeleton.
Even if there is no logic problem, I like to think of other reasons for things to work. A fighter beats an enemy's AC. The terrifying fighter holds up his greatsword in front of the enemy, and the enemy is terrified because he thinks his armor wont hold up, so he becomes mentally stressed out and that much closer to being knocked out (which is damage to the new all-encompassing HP.)
We can't get around mechanics, so we just have to make the mechanics work for us. If anything, it makes for a very interesting game if you rule that every action must be described as different then the previous one.
The thing is, the mechanics are there. To make mechanics balanced, you have to get rid of a certain amount of logic. So what I suggest is putting "This would work if" in your mind rather then "this shouldn't work because."
For example: a rogue remembers a piece of lore about slimes, if you cut off a piece of them in the top left with a bubble shaped like a star, it harms them significantly, but it requires timing and concentration to pull off. Therefore, a rogue can sneak attack a slime.
This one was mentioned in a thread earlier: The charm spell is actually taking the soul and make it more receptive to you, which makes the target think they like you. A skeleton still has a semblance of a soul, or at least something similar enough that the charm spell will affect it, so a charm spell works on a skeleton.
Even if there is no logic problem, I like to think of other reasons for things to work. A fighter beats an enemy's AC. The terrifying fighter holds up his greatsword in front of the enemy, and the enemy is terrified because he thinks his armor wont hold up, so he becomes mentally stressed out and that much closer to being knocked out (which is damage to the new all-encompassing HP.)
We can't get around mechanics, so we just have to make the mechanics work for us. If anything, it makes for a very interesting game if you rule that every action must be described as different then the previous one.