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<blockquote data-quote="Aegeri" data-source="post: 5306455" data-attributes="member: 78116"><p>This is true and it is exactly how <em>rules</em> should work. Consistency is one of the best aspects about 4E and creatures lacking huge lists of immunities is equally as good. Where you want a creature to be resistant to something, just give it a power and that's really all that has to be done. I much prefer the consistency in how conditions in 4E function.</p><p></p><p>In general, most things should actually work on absolutely everything and exceptions should be exceptions - not the norm. Otherwise mechanical balance heavily breaks down and you might as well not bother with certain conditions (like prone) if a huge chunk of everything is immune to it.</p><p></p><p></p><p></p><p>I agree, the best thing about 4E is how consistent the game is. I don't need to rewrite the game to handle different things constantly. A monster that is immune to something like forced movement is unique and special, not something the PCs run into every 5 seconds.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5306455, member: 78116"] This is true and it is exactly how [I]rules[/I] should work. Consistency is one of the best aspects about 4E and creatures lacking huge lists of immunities is equally as good. Where you want a creature to be resistant to something, just give it a power and that's really all that has to be done. I much prefer the consistency in how conditions in 4E function. In general, most things should actually work on absolutely everything and exceptions should be exceptions - not the norm. Otherwise mechanical balance heavily breaks down and you might as well not bother with certain conditions (like prone) if a huge chunk of everything is immune to it. I agree, the best thing about 4E is how consistent the game is. I don't need to rewrite the game to handle different things constantly. A monster that is immune to something like forced movement is unique and special, not something the PCs run into every 5 seconds. [/QUOTE]
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