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<blockquote data-quote="eamon" data-source="post: 5305446" data-attributes="member: 51942"><p>Says who? If you look at an old james bond movie, you might get the idea that a lazer is a terribly effective super-weapon. Yet, in actual fact plain projectiles are almost always much more effective.</p><p></p><p>Why would a wizard's arcane magic be of particular utility in a fast-paced combat compared to plain steel? Perhaps he has difficulty lighting more than a candle in mere 6 seconds. Perhaps that's the most heat magic can make in the first place.</p><p></p><p>That's the easy thing about fantasy - it doesn't exist and you can invent it's logic - and as long as it's consistent or even inconsistent in ways that suggest undiscovered territory rather than nonsense, it's fine.</p><p></p><p>There's nothing intrinsically more plausible about a wizard's fireball that goes off like a nuclear blast than one that goes off with just a small flame and insufficient power to set anything alight.</p><p></p><p>I think they sacrificed plausibility to gain a cleaner system, and for the idea that immunities (or other ways of shutting down player's abilities) are un-fun. And... it's not worth it. In fact, many solo's are now gaining just such protections versus stun/daze and status effects in general.</p><p></p><p>Such immunities are just fine as long as they're not overdone and as long as they fit with the fluff. The 3.5 era immunity problem stemmed from the fact that such abilities were almost required to permit a monster to be a real threat - and that meant that some immunities or gotcha abilities became almost pervasive as levels rose. And we're coming full circle; the <em>bad</em> sort of immunities - those that make no sense fluff-wise and exist purely for meta-game reasons to stump players are back in force. Fortunately, the nonsense is mostly in solos, which are easy to avoid.</p></blockquote><p></p>
[QUOTE="eamon, post: 5305446, member: 51942"] Says who? If you look at an old james bond movie, you might get the idea that a lazer is a terribly effective super-weapon. Yet, in actual fact plain projectiles are almost always much more effective. Why would a wizard's arcane magic be of particular utility in a fast-paced combat compared to plain steel? Perhaps he has difficulty lighting more than a candle in mere 6 seconds. Perhaps that's the most heat magic can make in the first place. That's the easy thing about fantasy - it doesn't exist and you can invent it's logic - and as long as it's consistent or even inconsistent in ways that suggest undiscovered territory rather than nonsense, it's fine. There's nothing intrinsically more plausible about a wizard's fireball that goes off like a nuclear blast than one that goes off with just a small flame and insufficient power to set anything alight. I think they sacrificed plausibility to gain a cleaner system, and for the idea that immunities (or other ways of shutting down player's abilities) are un-fun. And... it's not worth it. In fact, many solo's are now gaining just such protections versus stun/daze and status effects in general. Such immunities are just fine as long as they're not overdone and as long as they fit with the fluff. The 3.5 era immunity problem stemmed from the fact that such abilities were almost required to permit a monster to be a real threat - and that meant that some immunities or gotcha abilities became almost pervasive as levels rose. And we're coming full circle; the [I]bad[/I] sort of immunities - those that make no sense fluff-wise and exist purely for meta-game reasons to stump players are back in force. Fortunately, the nonsense is mostly in solos, which are easy to avoid. [/QUOTE]
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