Just throwing random immunities on things you feel like. That's not good game design IMO.
Are you saying the designers put immunity to disease/poison on undead "randomly"? You're saying, that's not good game design?
I think you're wrong. I think the designers said, "Well, undead probably shouldn't get diseased because it doesn't make much sense. Ok. They're immune to disease. Note that."
...
That's bad game design?
Likewise, if a DM decided that tiny swarms of creatures (or massive swarms of large creatures) can't be grabbed, then that's him saying, "Well, you know this swarm of HUMANS (you know, like a gargantuan
Angry Mob) ... It doesn't make much sense for them to be yah know, grabbed by one human. So, let's put immune to grab on there..."
That's not bad game design. That's GOOD game design.
Especially because as mentioned, swarms are already immune to forced movement and take 1/2 damage from melee/ranged attacks.
And, I'd be just as happy saying "You can force this swarm of rats to move using that special tactic (like the example earlier of a character taking a large board and pushing a swarm of rats back...)."
It's called ... Common Sense.
Why do you feel they need further immunities on top of their already significantly strong condition resistance? Do you just feel some PCs should be even more useless than they already are while doing half damage?
Personally, I think half damage from melee and ranged attacks is BAD design. I'd rather someone be able to do full damage rather than grab a swarm. But, that's just me.
This seems like a case where the designers were trying to make the controller more useful against swarms (a metagame design plan) instead of just going with the fictional aspects of swarms.
In fact, I'm tempted to just house rule swarms to take full damage from melee and ranged, be vulnerable to area attacks, and in some cases, immune to grab.
DMs are allowed (and encouraged) to make custom monsters. It depends on THAT monster what it's abilities are. If I decide a particular swarm can't be grabbed, then so be it. I write "Immune: grab" on the sheet and we're done.
Personally I don't think so. Then again I don't decide to just stick immunities onto things at my whim, because everyone else has different ideas about what should/shouldn't be immune to what.
We're not sticking immunities "at our whim". We're saying, "Hmmm, that'd be kind of dumb if a zombie could get a disease, or a rat could get filth fever... Let's make those immune to those conditions."
Guess what, that's what the designers did.
This isn't opinion, this is pretty demonstrable fact from just how prevalent poison immunity in the game is. If you want to use poison, you MUST take the feat or have poison spells be useless in a wide array of situations.
Let's hope your build isn't a one-trick pony, and if it is, let's hope the DM considers this when planning the campaign. Or, better yet, collaborate and say, "DM, I want to play a poison-focused guy." "Player, sure, if we're going to do that, I don't want a ton of undead." "Hey! what about my cleric? That means my radiant powers are slightly weakened." "Alright, well, I'll pick up that feat that let's my poison work on undead (holy poison or something) and we can have some undead." "Sure, you can get that around level 4, so I'll start introducing the undead sub-plot around then." "Great!" "Great!" "Great!"
Many creatures are immune to poison, outside one of the most significant groups of monsters like undead there are numerous other creatures poison immune. Poison immunity is far more debilitating than even fire immunity, because as I mentioned it also negates all your non-damaging conditions (not just the damage). That makes it huge.
And, strangely, the 4E designers use it liberally. Hmmm....
In short, you must take the relevant anti-poison immunity feats or find yourself useless if you want to actually use a lot of poison keyword damage and powers. You'll deal no damage OR inflict effects. It's a feat tax, pure and simple.
This is not a feat tax. Lol... Feat taxes are feats that you need for the inherent math in the game to work. Having your poison attacks work on poison immunity creatures is
not a feat tax. That's a laughable scenario. That's like saying, "This monster has a speed of 7! That means I have to take that feat that gives me a +1 to my speed to be as fast! FEAT TAX!"
Gimme a break, man.
They are vulnerable to bursts and blasts though, plus don't have special protection against many effects. This compensates a strong immunity and resistance. You seem to have missed where I said I don't mind immunities if there is something that makes them interesting. Swarms are interesting, because mechanically they interact with the rules very differently - they can occupy enemy spaces for example.
And, that has nothing to do with immunity to grab. If the designers of 4E had put "Swarms are immune to grab attacks..." in the rules, you'd be trying to defend how THAT was balanced. Gimme a break. What is interesting to YOU should not be design parameters. That's lousy design.
Immunities are interesting if they make sense. Plain and simple. An undead creature being immune to disease makes sense.
My argument is that adding another immunity to an important aspect of how some characters operate is just bringing swarms over from "interesting" to "Boring". On your other points, you can find a lot of examples of various immunities while entirely missing the point I made.
Yeah... That's you imposing your opinion of "interesting" on everyone else. That's not really much of an argument.
If I say, "Swarms being resistant to melee attacks is boring!"
Well, that's my opinion and doesn't have much to do with anything. You find that perfectly acceptable, and I'd rather have swarms take full damage from melee attacks and not be able to be grabbed (actually, I don't care if they are grabbed if it makes sense fictionally... same as I don't care if a swarm of rats are "pushed" if it makes sense fictionally).
By your logic, it's perfectly acceptable for a character to "grab" a swarm if it makes NO sense, yet it's completely unacceptable for a swarm to be pushed (because... they have an interesting vulnerability that makes up for it!)... That means you're fine with shoe-horning players into tackling your encounter in the ONE prescribed manner (area attacks).
Nah... I'll let them do what they want if it makes sense in the fiction (like taking up a board and pushing back a swarm [DMG page 42 FTW!]) and not let me do stuff that doesn't make sense (like a single man grabbing a gargantuan mob of humans with his bare hands).
That point is there aren't groups of monsters generally immune to anything, those that are like swarms compensate with something else. Undead are a good example, they tend to be resistant to necrotic but are vulnerable to radiant. Therefore they have an advantage offset by a disadvantage, their disadvantage being pretty common in most parties with a divine character as well. On the other hand, immunity to a straight condition that is very common (sleep isn't a common condition btw) like grab or prone would be boring - there is nothing the PCs can do to get around it.
That's funny because there's nothing to offset the undead's immunity to disease/poison. I guess that's "bad design" as you suggest.
Also, there are creatures immune to being knocked prone.
Whirling Blades Automaton is one of them. Why? Because it makes sense.
On the other hand, few creatures are actually immune to these conditions like Torog for example is immune to prone, but honestly do you think the crawling god should worry about that?
This is okay, because Torog is an exception - a precious snowflake amongst monsters and therefore his immunity makes him stand out.[/Quote]
There you go... Now, you're getting the picture. Good work.
Personally I think there are far better ways of doing it, of which not a single counter argument has been offered against any of them I note. Same with the stun immune Daemon guardian, it's a precious snowflake among a rare assortment of monsters. I don't inherently have a problem with these things, but I just prefer different ways of enforcing disadvantages or immunities.
All of my monsters are precious snowflakes. I'm sorry yours aren't. And, by precious snowflakes, I think you mean "interesting". Right?
Hmmm. Immunity = interesting? Wait a second...!
Snowflake immunities like the tembo being immune to forced movement are okay.
I get it. You're starting to see the list of immunities that are in 4E and you're like, "Wtf? All this








I've been saying kind of doesn't make sense when you look at it like that..."
Making an ENTIRE CREATURE GROUP immune based on your personal whims is just boring.
That's just IMO.
Like swarms being immune to forced movement? Yeah. Gotcha.
No one,
not one single person, is suggesting giving creatures immunities based on "personal whims". Everyone is suggesting such rules based on common sense and fictional circumstances - the same reason WotC gave undead immunity to disease. It's common sense, and makes sense in the fiction.
Maybe the undead in your world are actually "partially living" still. FINE. Take away their immunity to disease and poison. THAT'S OK!
I'd like to point out this is a good example of how "doing it wrong" goes. Note how many monsters are poison immune. y=You'll soon see why I noted to eamon using poison basically requires a feat tax, or be useless against a wide array of monsters. Poison immunity is very prevalent, even outside undead and that was my core point.
No, that was
my core point. There's already a precedent for immunities in the game. If a DM deems it appropriate for a particular creature to be immune to a particular source of damage/effects, then so be it. If that is what works for her campaign/adventure/world, then so be it.
It's boring, because I could make a power that makes it an interesting and relevant tactical choice.
Yeah. Like swarms being immune to forced movement. So much for that choice...
What it does actually, is give players the option to come up with creative ways to tackle (pun intended) something outside of their normal "power allotment".
Damn! We can't push this swarm into the furnace nearby with our powers! How
could we do it? Or, maybe we should figure out another way to beat them besides pushing them! Let's lure them away from the furnace (so we don't get pushed in), and take them down in the hall, where our wizard can get up high on the stairs and blast them with AoE attacks.
If you grab them, the creatures swarm over you and deal heavier aura damage, or inflict ongoing damage, or even slow/immobilize whoever grabbed them.
Huh? Swarms can move over you without you grabbing them.
On the other hand saying "That just doesn't work" isn't anywhere near as interesting - but again it depends on the amount it is used. Making the odd swarm immune to grab would be interesting, because it presents a different tactical choice. Every swarm being immune to grab is boring. That's the difference to me.
And, I'm sure every swarm being immune to forced movement is "boring" as well? Sure. That's fine. CHANGE them.
Maybe every swarm being grabbed is "boring" to me. Fine. Change it!
Nope, because the party has both burst and area powers
Not all parties. The last swarm I ran against a party didn't have any lick of area attacks. Guess what? The fight dragged on because of the stupid melee resistance. *shrug* I'll change that next time.
As they do, they gain interesting tactical choices when facing swarms, needing to hold them back while the area and burst attacks whittle the swarms down.
Except if they don't have area attacks... Damnit! Now all those PC builds are USELESS! ... Not really.
At the same time, while I put the melee and single target characters at a disadvantage in many encounters, I don't penalize them even further than they already are because swarms offend me in some other way. I don't - for example - make them immune to critical hits with ranged and melee attacks as well (which is just as plausible as being grabbed incidentally).
Why wouldn't a swarm be susceptible to critical hits? That doesn't make any sense.
Swarms have advantages and a disadvantage, the party has a wide array of skills so can take advantage of the disadvantages, while the melee guys can contribute.
Nah. The melee guys who don't focus on grab in that situation get shafted. better change the whole game.
I don't stop the melee guys status effects and abilities from working. I don't punish more than the base rules already do.
Neither does making them immune to grab. Slowed, immobilized, etc.. would still work.
You are welcome to feel like punishing melee characters even more by denying them effects on a swarm, for example how do you know a swarm of insects "prone" anyway? By the time you're done I'm certain the melee characters might not even bother rolling dice on their turn, just say "I take total defense" and just not bother contributing to the game.
It depends on the swarm and the fiction. That's what we've been trying to tell you.
Because that's what you're basically doing to those players. On the other hand, when they get a legitimate choice - not just simply saying "Your effects don't work", that makes the game better and keeps players who are at a disadvantage still invested in the game.
You're using hyperbole as your argument. Awesome.
No. No one ever suggested saying, "Your effects don't work". What was suggested was using common sense and fictional cues to determine whether an effect should work or not (the same as WotC decided disease shouldn't "work" on undead).
Just like the rat swarm example. I don't give a rat's ass (pun intended) if they are "immune" to forced movement. If the player gives me a common sense approach to pushing the rats, I'm going to pull up page 42 of my DMG and let them try it.
It's for that reason I've been heavily minimizing daze and stun effects against PCs as well.
Good. Way to houserule. I salute you.