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Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="Aegeri" data-source="post: 5506953" data-attributes="member: 78116"><p>Characters who rely on specific damage types need to account for resistance - this is a basic and sound design principle. Otherwise such characters and options become sub par - for <em>absolutely</em> no good reason. Necrotic needs ways of negating resistance or it is an option not worth taking over other options.</p><p></p><p>And again, you still have yet to provide a sound design reason for necrotic being a special snowflake that <em>deserves</em> to be unfairly punished - especially compared to other damage types. You have no logic here beyond "I feel they don't deserve options everyone else can take, despite needing these options MORE than the other damage types that already get them". Your argument simply isn't based on any good design principle in the context of 4E - which is that generally speaking, all characters should be reasonably balanced and effective at what they do. If they need a feat or a class feature to negate necrotic to do this: <em>So should it be that they have that option</em>.</p><p> </p><p></p><p></p><p>So we need to add more trap options? You realize trap options are a <em>bad</em> thing and should be minimized in a well designed game. They do of course happen, but the less of them the better and surely this was supposed to be a <em>lesson</em> in essentials. This is why the pyromancer ignores fire resist from level 1 and many other feats were improved heavily. This is why the slayer/thief are incredibly effective at what they do - despite the deceptive level of simplicity.</p><p> </p><p></p><p></p><p>Because in the context of <em>Fourth Edition DnD</em> as a whole <em>it is</em>. Yes you can make crappy options, trap races/feats and generally poorly designed elements for no real reason. People can defend them as supposedly useful in incredibly convoluted niche examples all they want.</p><p></p><p>Or - and this is MY preference - we make GOOD options that anyone can take, which make the game more fun and diverse for everyone. 4E has some total crap in it but it also has lots of really neat options across a wide variety of classes/characters. We should be trying to add to the good - not adding to the pile of completely mediocre as some new design goal.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5506953, member: 78116"] Characters who rely on specific damage types need to account for resistance - this is a basic and sound design principle. Otherwise such characters and options become sub par - for [i]absolutely[/i] no good reason. Necrotic needs ways of negating resistance or it is an option not worth taking over other options. And again, you still have yet to provide a sound design reason for necrotic being a special snowflake that [i]deserves[/i] to be unfairly punished - especially compared to other damage types. You have no logic here beyond "I feel they don't deserve options everyone else can take, despite needing these options MORE than the other damage types that already get them". Your argument simply isn't based on any good design principle in the context of 4E - which is that generally speaking, all characters should be reasonably balanced and effective at what they do. If they need a feat or a class feature to negate necrotic to do this: [i]So should it be that they have that option[/i]. So we need to add more trap options? You realize trap options are a [i]bad[/i] thing and should be minimized in a well designed game. They do of course happen, but the less of them the better and surely this was supposed to be a [i]lesson[/i] in essentials. This is why the pyromancer ignores fire resist from level 1 and many other feats were improved heavily. This is why the slayer/thief are incredibly effective at what they do - despite the deceptive level of simplicity. Because in the context of [i]Fourth Edition DnD[/i] as a whole [i]it is[/i]. Yes you can make crappy options, trap races/feats and generally poorly designed elements for no real reason. People can defend them as supposedly useful in incredibly convoluted niche examples all they want. Or - and this is MY preference - we make GOOD options that anyone can take, which make the game more fun and diverse for everyone. 4E has some total crap in it but it also has lots of really neat options across a wide variety of classes/characters. We should be trying to add to the good - not adding to the pile of completely mediocre as some new design goal. [/QUOTE]
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