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Blog Post by Robert J. Schwalb
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<blockquote data-quote="pemerton" data-source="post: 6329007" data-attributes="member: 42582"><p>Agreed.</p><p></p><p>Some of these claims aren't true, in the sense that I have experiences that refute them, or can imagine such experiences.</p><p></p><p>For instance, I know there is mechanical support for crafting and performance because I have resolved <a href="http://www.enworld.org/forum/showthread.php?324955-Whelm-reforged-as-Overwhelm-and-other-recent-skill-challenges" target="_blank">crafting attempts</a>, and <a href="http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with" target="_blank">performances</a>, in my game, using the mechanics. They're not the same as 3E's skill mechanics, but that is not a point about concept: many RPGs don't resolve crafting or performance in the same mechanical fashion as 3E does.</p><p></p><p>Given that it is possible to declare any 0 hp result as unconsciousness rather than death, it also supports non-lethal combatants. And it can support reluctant combatants quite easily - one of the PCs in my game is primarily a non-combatant (invoker/wizard Divine Philosopher Devil's Pawn Sage of Ages). I think your complaint here is mostly that you can't stack up non-lethal damage that makes it hard for other combatants to kill the target, but that is not a point about concept, that is a point about a particular wonky implementation of damage rules in 3E that, as far as I know, has no parallel in other FRPGs and certainly has no verisimilitude to it.</p><p></p><p>I think you can also build a zero-damage clerical healer fairly easily, although I'm not sure what the "heal with their own blood" constraint refers to: I don't know off the top of my head if clerics have access to surge-spending healing powers like those of paladins, although such powers are certainly accessible via magic items. (And could be easily implemented as divine boons rather than items in a literal sense.)</p><p></p><p>All utility dumb sorcerers I will give you.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6329007, member: 42582"] Agreed. Some of these claims aren't true, in the sense that I have experiences that refute them, or can imagine such experiences. For instance, I know there is mechanical support for crafting and performance because I have resolved [url=http://www.enworld.org/forum/showthread.php?324955-Whelm-reforged-as-Overwhelm-and-other-recent-skill-challenges]crafting attempts[/url], and [url=http://www.enworld.org/forum/showthread.php?355600-Session-report-(Apect-of)-Vecna-defeated-demon-bargained-with]performances[/url], in my game, using the mechanics. They're not the same as 3E's skill mechanics, but that is not a point about concept: many RPGs don't resolve crafting or performance in the same mechanical fashion as 3E does. Given that it is possible to declare any 0 hp result as unconsciousness rather than death, it also supports non-lethal combatants. And it can support reluctant combatants quite easily - one of the PCs in my game is primarily a non-combatant (invoker/wizard Divine Philosopher Devil's Pawn Sage of Ages). I think your complaint here is mostly that you can't stack up non-lethal damage that makes it hard for other combatants to kill the target, but that is not a point about concept, that is a point about a particular wonky implementation of damage rules in 3E that, as far as I know, has no parallel in other FRPGs and certainly has no verisimilitude to it. I think you can also build a zero-damage clerical healer fairly easily, although I'm not sure what the "heal with their own blood" constraint refers to: I don't know off the top of my head if clerics have access to surge-spending healing powers like those of paladins, although such powers are certainly accessible via magic items. (And could be easily implemented as divine boons rather than items in a literal sense.) All utility dumb sorcerers I will give you. [/QUOTE]
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