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*Pathfinder & Starfinder
Design and Developments: Dirt, Rocks and 10' halls
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<blockquote data-quote="Imaro" data-source="post: 3897214" data-attributes="member: 48965"><p>It requires a greater emphasis on minis and battlemats because it is based on an area effect. I can just see the arguments that will erupt because a player didn't realize he was in it's area of effect (especially if a different player triggers it). I mean anything can be handwaved...that doesn't dispute my point when playing by the RAW.</p><p></p><p></p><p></p><p>Unless some or all of the PC's have some form of resistance or immunity. You seem to be constructing an artificial condition (only use doomspores with monsters that are resistant) to try and make this simple, the problem is the suggested increase in what an encounter can accomodate in 4e. It's no longer one room with one particular type of monster. So all kinds of monsters could pour into this room whille the PC's are fighting. I guess every monster in the dungeon should be immune to poison then, though I could easily see weaker monsters like goblins or kobolds cultivating this plant on purpose and knowing not to mess with it. This however, doesn't stop a player from knocking one of them into it.</p><p></p><p></p><p></p><p>But they're terrain...something to make combat more interesting. The doomspore in and of itself, IMHO, wouldn't be that interesting or challenging of an encounter...especially if a character has knowledge of them or has encountered them once before. IMHO, it's more complicated than a spell...but I can give you the monster thing. The problem is that it only reinforces what I'm saying. Running this thing is akin to running a seperate monster, when it's suppose to be an add-on to make combat a little more interesting. Just doesn't seem like a good example of streamlined mechanics as presented above. Too many if/thens.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3897214, member: 48965"] It requires a greater emphasis on minis and battlemats because it is based on an area effect. I can just see the arguments that will erupt because a player didn't realize he was in it's area of effect (especially if a different player triggers it). I mean anything can be handwaved...that doesn't dispute my point when playing by the RAW. Unless some or all of the PC's have some form of resistance or immunity. You seem to be constructing an artificial condition (only use doomspores with monsters that are resistant) to try and make this simple, the problem is the suggested increase in what an encounter can accomodate in 4e. It's no longer one room with one particular type of monster. So all kinds of monsters could pour into this room whille the PC's are fighting. I guess every monster in the dungeon should be immune to poison then, though I could easily see weaker monsters like goblins or kobolds cultivating this plant on purpose and knowing not to mess with it. This however, doesn't stop a player from knocking one of them into it. But they're terrain...something to make combat more interesting. The doomspore in and of itself, IMHO, wouldn't be that interesting or challenging of an encounter...especially if a character has knowledge of them or has encountered them once before. IMHO, it's more complicated than a spell...but I can give you the monster thing. The problem is that it only reinforces what I'm saying. Running this thing is akin to running a seperate monster, when it's suppose to be an add-on to make combat a little more interesting. Just doesn't seem like a good example of streamlined mechanics as presented above. Too many if/thens. [/QUOTE]
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