TwinBahamut
First Post
It seems I can't convince you on this one... Oh well. I won't pursue the point further. I have always used a battlemat myself, and don't see the problem with requiring one, so this line of discussion is a bit out of my element.Imaro said:So it doesn't make a combat more dependant on a battlemat and minis if you add more game effects and abilities based upon using them...Let's say I can wing one or two fireballs...do I need a battlemat more or less if they go off simultaneously in different areas, or if they go off and I have a doomspore that one of the PC's interact with and 20 goblins running around. Is the mechanic for a doomspore more dependant on a battlemat than a fireball? No. That doesn't mean the more types of these effects added into play can't make combat more dependant on battlemats.
Solving a simple arithmetic problem can be done in a few seconds, adding up 50 of these takes longer. Are the base problems any harder? No, but it still bogs you down.
I don't think that it is too ridiculous that a monster is matched with the dangers that it is resistant to. In fact, I think it is the most logical situation. Evolution, adaptation, and symbiotic partnerships and all of that. Things that live near poison tend to be immune to poison. Things that live in hot places are resistant to heat. Things that live in cold places are resistant to cold. Things that live in the water don't drown. It makes sense to me.IMHO it gets kind of ridiculous when certain terrain is matched up with monster types, but your right...they do suggest using it in such a way. This however still doesn't address the issue of players with different resistances.
Second, the issue of players having different resistances is going to be there so long as PCs are individual and customizable. That is a case where freedom of customizability should never be sacrificed for speed of play. Also, the DM should never have to keep track of resistance, since the PCs will probably more than wiling to remind him when it comes up.

If you don't want the complexity, then just ignore it. It will only be there if you want to put there as a DM, after all. However, I like it, and think it will be an improvement to the game. I also don't agree with your assesment that things like the Doomspore will be too difficult or complicated to run.I guess I just don't subscribe to complexity ="more fun"...especially as a DM. Been there and done that with D&D 3.5 and this looks no better. Keep complexity for those running one PC, you streamline monsters abilities and then give me a freakin piece of terrain that requires numerous steps throughout the entire combat to adjudicate, (probably harder to keep track of than the actual monsters the PC's are fighting). Bet 5.0 will be talking about how this was a really good idea at first...but the implementation was tedious and slowed down play. But then again, we'll see won't we.