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<blockquote data-quote="Aegeri" data-source="post: 5308392" data-attributes="member: 78116"><p>When I think about the editions of DnD I enjoyed most, 1st, 2nd and 4th edition I realize that they do things that are distinctly illogical a lot of the time from a "reality" point of view. 3rd edition tried to do a lot more, for example the inability of rogues to gain sneak attack damage against undead, plants and constructs for example was logical. When I first played 3rd edition, I thought that was a fantastic and logical addition to the game, because it just made sense in the end and supported the concept that dead things didn't have anything truly "vital" to attack anymore.</p><p></p><p>Over time running 3E I noticed that the guy I had in my group who played rogues/thieves since 1st edition had <em>absolutely zero fun</em> because he was utterly useless 90% of the time in my undead heavy campaign - while spellcasters were anti-everything can openers and the fighter wasn't penalized any while we're at it - I started realizing something wasn't right here. </p><p></p><p>This is ultimately why I like 4E, because I prefer conditions to be universal and exemptions to be just that - not something that is normal or even based on a racial trait. It's just something that fits that monster specifically and makes it unique/interesting. If you can't knock something prone, it is because it's a particularly significant monster - not just some creature type we've determined should be immune. This means powers can be designed and work consistently over the whole game. Rather than needing to note their numerous deficiencies when you have different monsters. </p><p></p><p>This is why we bring up the grapple fighter, when you start ruling a bunch of stuff ceases to be grabbed you make an entire interesting, balanced and fun build in 4E absolutely useless. I mean why stop with swarms? Insubstantial creatures? Creatures that can phase? Creatures that are significantly bigger than you are? And such forth. </p><p></p><p>Realism doesn't go well with balanced rules IMO. I prefer consistent rules that make for a fun game, over "fluff based" rules that make someone wonder why they bothered turning up to DnD that night as they're completely useless.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5308392, member: 78116"] When I think about the editions of DnD I enjoyed most, 1st, 2nd and 4th edition I realize that they do things that are distinctly illogical a lot of the time from a "reality" point of view. 3rd edition tried to do a lot more, for example the inability of rogues to gain sneak attack damage against undead, plants and constructs for example was logical. When I first played 3rd edition, I thought that was a fantastic and logical addition to the game, because it just made sense in the end and supported the concept that dead things didn't have anything truly "vital" to attack anymore. Over time running 3E I noticed that the guy I had in my group who played rogues/thieves since 1st edition had [I]absolutely zero fun[/I] because he was utterly useless 90% of the time in my undead heavy campaign - while spellcasters were anti-everything can openers and the fighter wasn't penalized any while we're at it - I started realizing something wasn't right here. This is ultimately why I like 4E, because I prefer conditions to be universal and exemptions to be just that - not something that is normal or even based on a racial trait. It's just something that fits that monster specifically and makes it unique/interesting. If you can't knock something prone, it is because it's a particularly significant monster - not just some creature type we've determined should be immune. This means powers can be designed and work consistently over the whole game. Rather than needing to note their numerous deficiencies when you have different monsters. This is why we bring up the grapple fighter, when you start ruling a bunch of stuff ceases to be grabbed you make an entire interesting, balanced and fun build in 4E absolutely useless. I mean why stop with swarms? Insubstantial creatures? Creatures that can phase? Creatures that are significantly bigger than you are? And such forth. Realism doesn't go well with balanced rules IMO. I prefer consistent rules that make for a fun game, over "fluff based" rules that make someone wonder why they bothered turning up to DnD that night as they're completely useless. [/QUOTE]
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