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<blockquote data-quote="Majoru Oakheart" data-source="post: 5306556" data-attributes="member: 5143"><p>It can be important. Possible very important. Let's say you are a grappler fighter. The entire point of your character is that you grab things and move them to positions where they can't harm the rest of your group. You really like the idea of your character as a sort of "wrestler" so you don't carry any big weapons with you and you pick all powers that grab enemies, move around grabbed enemies, and can only target grabbed enemies.</p><p></p><p>Now, you run into a solo ooze or solo swarm. You start the combat the way you always do. You use your at-will power that grabs them until the end of the next turn so you can follow up next round with your attack that moves the grabbed target away and slams them into a wall to get it out of reach of the wizard and the archer in your party. Your DM says "You can't grab an ooze or a swarm. I just won't allow it, it makes the game make no sense."</p><p></p><p>So, now, you have 2 or 3 encounter powers that don't work at all. Possibly a daily or two which don't work, and at at-will power that reads "Do a basic attack against the enemy" since it doesn't allow you to grab anymore.</p><p></p><p>Your turn reduces itself to "Pick up a d20 and make a basic attack". This lowers the damage the party outputs (since you can't do any 2[w] or 3[w] attacks, they all require you to have the enemy grabbed) enough that the monster survives an extra round or two. Also, your main method of defending(dragging enemies away) doesn't work, so the enemy can make attacks against the wizard every single round.</p><p></p><p>This can make the difference between the wizard living and dying in some cases. It's kind of a big deal. Plus, it's no fun to have no options.</p><p></p><p>But that's just one example. Imagine you are playing a wizard who loves fire. You only get so many choices, so you picked ALL your powers to do fire damage. You run into a fire elemental. It has resistance to fire normally, but your DM has decided that "realism" dictates that the enemy can't be harmed at all by fire. Your character then can do absolutely nothing to help out in the combat. Not only is it no fun to sit there and say "I do nothing...OR, maybe I could swing my dagger at it...I can only hit on a 19 or 20 and even if I hit I do 1d4 points of damage. What's the point?" but without your damage contributing, there's a very real chance the monster kills your party.</p><p></p><p>Contrast that to what happens if you ignore the fluff instead of the rules: Some people's sensibilities are hurt.</p><p></p><p></p><p>Immunities to any sort of damage are absolutely bad. You never know when you'll stomp on a character that way. Immunity to sneak attacks in 3e caused players to actually quit a game I was running because it frustrated them so much. But it made perfect sense in the narrative.</p><p></p><p>Also, I'm not sure what immunities solos have. There's nothing they share at all other than a general resistance to daze and stun which is because the game can become nearly 0 fun in the other direction when they are defeated too easily because of these powers.</p><p></p><p></p><p>The thing is, what each person finds believable is different from each other person. That's why it's impossible to have both believability, consistency, and balance at the same time. You have to sacrifice at least one. And the more believable you make the game to you, the less believable it becomes for someone else whose opinion differs from yours. And the problem with believability is that it is often unbalanced.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5306556, member: 5143"] It can be important. Possible very important. Let's say you are a grappler fighter. The entire point of your character is that you grab things and move them to positions where they can't harm the rest of your group. You really like the idea of your character as a sort of "wrestler" so you don't carry any big weapons with you and you pick all powers that grab enemies, move around grabbed enemies, and can only target grabbed enemies. Now, you run into a solo ooze or solo swarm. You start the combat the way you always do. You use your at-will power that grabs them until the end of the next turn so you can follow up next round with your attack that moves the grabbed target away and slams them into a wall to get it out of reach of the wizard and the archer in your party. Your DM says "You can't grab an ooze or a swarm. I just won't allow it, it makes the game make no sense." So, now, you have 2 or 3 encounter powers that don't work at all. Possibly a daily or two which don't work, and at at-will power that reads "Do a basic attack against the enemy" since it doesn't allow you to grab anymore. Your turn reduces itself to "Pick up a d20 and make a basic attack". This lowers the damage the party outputs (since you can't do any 2[w] or 3[w] attacks, they all require you to have the enemy grabbed) enough that the monster survives an extra round or two. Also, your main method of defending(dragging enemies away) doesn't work, so the enemy can make attacks against the wizard every single round. This can make the difference between the wizard living and dying in some cases. It's kind of a big deal. Plus, it's no fun to have no options. But that's just one example. Imagine you are playing a wizard who loves fire. You only get so many choices, so you picked ALL your powers to do fire damage. You run into a fire elemental. It has resistance to fire normally, but your DM has decided that "realism" dictates that the enemy can't be harmed at all by fire. Your character then can do absolutely nothing to help out in the combat. Not only is it no fun to sit there and say "I do nothing...OR, maybe I could swing my dagger at it...I can only hit on a 19 or 20 and even if I hit I do 1d4 points of damage. What's the point?" but without your damage contributing, there's a very real chance the monster kills your party. Contrast that to what happens if you ignore the fluff instead of the rules: Some people's sensibilities are hurt. Immunities to any sort of damage are absolutely bad. You never know when you'll stomp on a character that way. Immunity to sneak attacks in 3e caused players to actually quit a game I was running because it frustrated them so much. But it made perfect sense in the narrative. Also, I'm not sure what immunities solos have. There's nothing they share at all other than a general resistance to daze and stun which is because the game can become nearly 0 fun in the other direction when they are defeated too easily because of these powers. The thing is, what each person finds believable is different from each other person. That's why it's impossible to have both believability, consistency, and balance at the same time. You have to sacrifice at least one. And the more believable you make the game to you, the less believable it becomes for someone else whose opinion differs from yours. And the problem with believability is that it is often unbalanced. [/QUOTE]
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