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<blockquote data-quote="Scribble" data-source="post: 1808889" data-attributes="member: 23977"><p>Undead is a monster, there ARE monsters that you can sneak attack. Undead have a descriptor called "undead" that says no sneak attack. Some spells have a descriptor called Material components that says you need components. Eschew Components removes that descriptor. Whatever this new undead feat is called, removes the undead decriptor for th purpose of sneak attack.</p><p></p><p> </p><p></p><p>Yes, words do make up the game, but they are used to put the numbers in more "human friendly" terms. D&D is two parts. Words describe actions and the scene. The numbers and statistics are what we use to adjudicate the events that take place.</p><p></p><p>If you look at a character sheet you have words and numbers. The words simply keep the numbers staight in our heads, and help us imagine something more then just a list of numbers. When you get into a fight with something, really all you're doing is compairing your numbers to it's numbers and seeing who in the end has the biggest set of numbers. If you wanted to call Strength Mixleplix, it would still serve the same function. It adds or subtracts a number from your total number generating ability.</p><p></p><p>In my eyes, if a feat throws those numbers out of whack somehow, it's a bigger problem then if it defies a word. It's easy to change words to compensate. But if the number's go out of line then it' starts to mess things up. Because in the end without the numbers and only words, combat would boil down to: "Bang you're dead!" "No I'm not!"</p><p></p><p>So yes, being able to harm undead with a sneak attack MAY BE a problem, but I need to see why numbers wise. I need to see if and how it will harm the numbers. </p><p></p><p>This is not to say that I think the words are pointless. I'm one of the people who kind of misses the days that books had a bit more fluff. I would rather see the designer take the time to mold the words to flow with those already written. But if he doesn't that doesn't mean the mechanic is bad, or unusable. </p><p>The average gamer has an easier time molding the words to fit his imagination. The average gamer can more readily wrap a description around a mechanic so that it does not strecth his believability. It's in generating a working numers system where the average gamer has the most problems.</p><p></p><p></p><p></p><p>Completly agree with this. I simply disagree on what the basis of the descision should be apparently? At least in this case.</p><p></p><p></p><p></p><p>This is true, but I must admit I'm human (or pass well enough for one at least), and have allowed things in my game that I later regreted, but as a DM one of my jobs is to recognise problems and come to a solution. For me this usually means talking to the player and fixing it. I think rather then having a stiff spine, I just have a good group of friends/players. They'd rather play the game then try to cheat and "beat" it. If that makes sense? (also I wishhhhh most new books were still 20 bux. haha)</p><p></p><p></p><p></p><p>This is true. There are two ways I go on this. If they're happy with their game despite this, then more power to them. This is where I completely agree with Psion's statement.</p><p></p><p>If they aren't then yes they need to work to fix the problems.</p><p></p><p>I believe I said this before, but I like what you're doing Sean, I think it's a great idea, and yes more people DO need to think about what they're doing in a game. I just currently dissagree with your reasoning behind this certain mechanic. </p><p></p><p>But hey, I'm just one guy, so don't let me stop you! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> I look forward to seeing the outcome.</p><p></p><p></p><p></p><p>Eh, you got me there <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I didn't realise it was an undead centric world. In that case, yes a new class would make more sense. </p><p></p><p>BUT, don't we also run into the problem of the "if it's in this book it must be ok!" DM's who will take them out of that undead campaign?</p></blockquote><p></p>
[QUOTE="Scribble, post: 1808889, member: 23977"] Undead is a monster, there ARE monsters that you can sneak attack. Undead have a descriptor called "undead" that says no sneak attack. Some spells have a descriptor called Material components that says you need components. Eschew Components removes that descriptor. Whatever this new undead feat is called, removes the undead decriptor for th purpose of sneak attack. Yes, words do make up the game, but they are used to put the numbers in more "human friendly" terms. D&D is two parts. Words describe actions and the scene. The numbers and statistics are what we use to adjudicate the events that take place. If you look at a character sheet you have words and numbers. The words simply keep the numbers staight in our heads, and help us imagine something more then just a list of numbers. When you get into a fight with something, really all you're doing is compairing your numbers to it's numbers and seeing who in the end has the biggest set of numbers. If you wanted to call Strength Mixleplix, it would still serve the same function. It adds or subtracts a number from your total number generating ability. In my eyes, if a feat throws those numbers out of whack somehow, it's a bigger problem then if it defies a word. It's easy to change words to compensate. But if the number's go out of line then it' starts to mess things up. Because in the end without the numbers and only words, combat would boil down to: "Bang you're dead!" "No I'm not!" So yes, being able to harm undead with a sneak attack MAY BE a problem, but I need to see why numbers wise. I need to see if and how it will harm the numbers. This is not to say that I think the words are pointless. I'm one of the people who kind of misses the days that books had a bit more fluff. I would rather see the designer take the time to mold the words to flow with those already written. But if he doesn't that doesn't mean the mechanic is bad, or unusable. The average gamer has an easier time molding the words to fit his imagination. The average gamer can more readily wrap a description around a mechanic so that it does not strecth his believability. It's in generating a working numers system where the average gamer has the most problems. Completly agree with this. I simply disagree on what the basis of the descision should be apparently? At least in this case. This is true, but I must admit I'm human (or pass well enough for one at least), and have allowed things in my game that I later regreted, but as a DM one of my jobs is to recognise problems and come to a solution. For me this usually means talking to the player and fixing it. I think rather then having a stiff spine, I just have a good group of friends/players. They'd rather play the game then try to cheat and "beat" it. If that makes sense? (also I wishhhhh most new books were still 20 bux. haha) This is true. There are two ways I go on this. If they're happy with their game despite this, then more power to them. This is where I completely agree with Psion's statement. If they aren't then yes they need to work to fix the problems. I believe I said this before, but I like what you're doing Sean, I think it's a great idea, and yes more people DO need to think about what they're doing in a game. I just currently dissagree with your reasoning behind this certain mechanic. But hey, I'm just one guy, so don't let me stop you! :-p I look forward to seeing the outcome. Eh, you got me there ;) I didn't realise it was an undead centric world. In that case, yes a new class would make more sense. BUT, don't we also run into the problem of the "if it's in this book it must be ok!" DM's who will take them out of that undead campaign? [/QUOTE]
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