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D&D Blog: Turn Undead and Monster Weaknesses
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5860217" data-attributes="member: 82106"><p>Wow, they invented the 'vulnerabilities' and 'traits' sections of the 4e monster stat block, except they gave it a worse name, lol. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I don't really understand the whole 'apply weakness' mechanic as a generalized thing. It doesn't really seem to hold together to me.</p><p></p><p>Lets use an example:</p><p></p><p>Goblin: Weakness - Hates light. Goblins grant Combat Advantage when in bright light.</p><p></p><p>Ranger: Racial Enemy - You may exploit the weakness of any creature of a type designated as your racial enemy.</p><p></p><p>How would this work? Goblins grant CA in bright light. Do rangers who are enemies of goblins just glow very brightly? Is this only visible to goblins? Must suck when you try to sneak past them! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I just don't see where there is a fitting together of things here. Maybe I'm not understanding something, but I would think there'd have to be a clearly defined effect of a particular class feature vs a given weakness, not a generic weakness. I'm just not sure this concept can be mechanically made to work except as a laundry list. </p><p></p><p>I think a better approach is the traditional approach for general weakness. The ranger class tells you what the advantage is for a ranger. This lets you support this feature for all creatures that exist or may exist, and at no extra work. If a creature has some feature that makes it REALLY unique in terms of how it interacts with another subsystem then put it in traits like 4e does. Undead vs Turn would certainly be THE most prime candidate for this and I'm all for it, but if there is a generic mechanic for Turn, then you don't HAVE to provide a different one for every single minor undead. Turning skeletons and zombies for example is probably pretty much canonical. Best to list that under the turn undead ability. When the PCs get to a vampire, well, the stat block will be there to tell the tale on that one.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5860217, member: 82106"] Wow, they invented the 'vulnerabilities' and 'traits' sections of the 4e monster stat block, except they gave it a worse name, lol. ;) I don't really understand the whole 'apply weakness' mechanic as a generalized thing. It doesn't really seem to hold together to me. Lets use an example: Goblin: Weakness - Hates light. Goblins grant Combat Advantage when in bright light. Ranger: Racial Enemy - You may exploit the weakness of any creature of a type designated as your racial enemy. How would this work? Goblins grant CA in bright light. Do rangers who are enemies of goblins just glow very brightly? Is this only visible to goblins? Must suck when you try to sneak past them! ;) I just don't see where there is a fitting together of things here. Maybe I'm not understanding something, but I would think there'd have to be a clearly defined effect of a particular class feature vs a given weakness, not a generic weakness. I'm just not sure this concept can be mechanically made to work except as a laundry list. I think a better approach is the traditional approach for general weakness. The ranger class tells you what the advantage is for a ranger. This lets you support this feature for all creatures that exist or may exist, and at no extra work. If a creature has some feature that makes it REALLY unique in terms of how it interacts with another subsystem then put it in traits like 4e does. Undead vs Turn would certainly be THE most prime candidate for this and I'm all for it, but if there is a generic mechanic for Turn, then you don't HAVE to provide a different one for every single minor undead. Turning skeletons and zombies for example is probably pretty much canonical. Best to list that under the turn undead ability. When the PCs get to a vampire, well, the stat block will be there to tell the tale on that one. [/QUOTE]
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