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<blockquote data-quote="eamon" data-source="post: 5314520" data-attributes="member: 51942"><p>Of course, taking the problematic poison-immunity as an example, there exist feats such that specialists that are dependant and invested in that particular keywork can overcome such immunity.</p><p></p><p>Similarly with grabs & Brawlers: just because something doesn't work doesn't mean it can't be made to work. The question is what the default should be - should a swarm be grabbable without specialized tools or training despite that undermining believability, or should it be impossible as common sense would suggest, and there exist a fantasy workaround? Note also that swarms are not a common creature type; and no character is completely helpless against them; in short, this is a specialized challenge.</p><p></p><p>Compare it to disarming a trap - a challenge that cannot be overcome by many PC's - in a sense, a challenge that <em>immune</em> to all "attacks" by most PC's. Is this a problem? I'd argue that it's not a problem; PC's may have differing strengths and weaknesses, and such immunities only become a problem when they:</p><p></p><ul> <li data-xf-list-type="ul">are common (which swarms are not) and insurmountable (which it needs not be) and affect several common PC builds (which the brawler is not)</li> <li data-xf-list-type="ul">or they are overbroad such that entire parties are affected.</li> </ul><p>As long as it's a rare challenge, it's perfectly OK for it to highlight distinct abilities.</p><p></p><p>Also, the argument that immunities are player traps rings untrue because if this is such a major issue, then the far more common and serious player traps deserve much more attention. These traps being the multitude of feats, powers and items which absolutely terrible and will have a much greater impact on the PC due the fact that they always with the character. Infrequent, non-partywide immunities just <em>don't matter</em> that much, and avoid making a joke of the game.</p><p></p><p>Unless you like prone gelatinous cubes to have an AC bonus versus ranged attacks. Or, being able to walk through one that's unconscious.</p></blockquote><p></p>
[QUOTE="eamon, post: 5314520, member: 51942"] Of course, taking the problematic poison-immunity as an example, there exist feats such that specialists that are dependant and invested in that particular keywork can overcome such immunity. Similarly with grabs & Brawlers: just because something doesn't work doesn't mean it can't be made to work. The question is what the default should be - should a swarm be grabbable without specialized tools or training despite that undermining believability, or should it be impossible as common sense would suggest, and there exist a fantasy workaround? Note also that swarms are not a common creature type; and no character is completely helpless against them; in short, this is a specialized challenge. Compare it to disarming a trap - a challenge that cannot be overcome by many PC's - in a sense, a challenge that [I]immune[/I] to all "attacks" by most PC's. Is this a problem? I'd argue that it's not a problem; PC's may have differing strengths and weaknesses, and such immunities only become a problem when they: [LIST] [*]are common (which swarms are not) and insurmountable (which it needs not be) and affect several common PC builds (which the brawler is not) [*]or they are overbroad such that entire parties are affected. [/LIST] As long as it's a rare challenge, it's perfectly OK for it to highlight distinct abilities. Also, the argument that immunities are player traps rings untrue because if this is such a major issue, then the far more common and serious player traps deserve much more attention. These traps being the multitude of feats, powers and items which absolutely terrible and will have a much greater impact on the PC due the fact that they always with the character. Infrequent, non-partywide immunities just [I]don't matter[/I] that much, and avoid making a joke of the game. Unless you like prone gelatinous cubes to have an AC bonus versus ranged attacks. Or, being able to walk through one that's unconscious. [/QUOTE]
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