buzz said:The issue isn't that PC death and equipment loss is verboten. It's whether or not they occur in unfair or unfun ways. I'm not arguing for or against the current rust monster; I'm just saying that it's Mearls' job to look at ways it might implact play of the game and how it can possibly be done better. That a rust mnster can make all your gear go "poof!" is, IMO, something worth examining.
My issue with the article is that Mike doesn't bother to examine whether it's unfair or unfun or a "game stopper" but asserts those things as true and then bases the "fix" on those assertions. First, those things aren't true for all users of the product; and second, that analysis occurs in a vacuum without addressing the question of the Rust Monster's unique paradigm as a role-breaker (where the back-row types get a chance to stand in front of and protect the front-row types) and whether that paradigm is worth preserving despite any drawbacks that might come along with it.
There are LOTS of monsters that fill the role of a standard encounter (melee types melee, ranged types range, caster types cast, sneaky types sneak, etc.). IMO it's very very shortsighted to assert that the Rust Monster will be better if it becomes more generic and more standard when there are already plenty of monsters to fill the generic roles and very few that take PCs "outside the box". It may be true that not every outlier in the monster spectrum is going to be useful for every group, but it seems like a HUGE leap to assert that outliers are inherently bad and should be "fixed" (as the article does). In fact, I would say that the outliers are tools that help many groups keep the game interesting and exciting after the average encounters get a little dull and ho-hum.
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