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Dwarf and poison.
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<blockquote data-quote="Campbell" data-source="post: 5923058" data-attributes="member: 16586"><p>Here's why Sean K. Reynolds article falls flat for me: He uses corner cases to justify taking awesomeness out of the game. If the last couple editions have taught me anything its that the game could use more gonzo, not less. It's part of why we see so many Sense of Wonder arguments. Let's address his points -</p><ul> <li data-xf-list-type="ul">Gods break everything. Of course. The game functions better when dieties stay hands off or are portrayed as highly powerful, but not neccesarrily all powerful supernatural creatures. If you're going to have polytheism embrace actual polytheism.</li> <li data-xf-list-type="ul">Problem: Fire giants are immune to fire despite being mortal creatures. Solution: Stop treating fire giants as mortal creatures. Sure if you cut them they bleed, but so do their mortal enemies - the gods of Asgard. A fire giant is more than a really big dude that's immune to fire. Embrace their mythic scope.</li> <li data-xf-list-type="ul">Problem<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />rotection From Evil stops all mind control. This crap is only necessary because the mechanics for domination suck, especially in 3e. If saves stay within reasonable ranges so they aren't "Pray for a 20" and you have a hp threshold that allows a character to shake off domination with a successful save if they are given commands that go against their natures you can re-purpose protection from evil as a means to contain demons and the like.</li> <li data-xf-list-type="ul">Problem: Knock can open any door and invalidates open locks skill. Solution: Get rid of knock. It's too subtle. D&D magic is about flash and panache. Wizards see a door - they use magic to rip it off its hinges. You want subtlety or stealth see a rogue.</li> <li data-xf-list-type="ul">Problem: See Invisibility pierces any Invisible Spell. Solution: Working as intended. The God of Invisibility shouldn't use invisibility spells. He is invisible. The wizard uses magic to cheat the senses, only fair to let magic beat magic. That's the cost of magic. You want dependable results see a rogue.</li> <li data-xf-list-type="ul">Problem: Super fire that beats fire immunity. Don't do it. A dwarf isn't just some human in a funny suit. Let them have their moment in the sun. If something makes sense thematically just go with it.</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 5923058, member: 16586"] Here's why Sean K. Reynolds article falls flat for me: He uses corner cases to justify taking awesomeness out of the game. If the last couple editions have taught me anything its that the game could use more gonzo, not less. It's part of why we see so many Sense of Wonder arguments. Let's address his points - [LIST] [*]Gods break everything. Of course. The game functions better when dieties stay hands off or are portrayed as highly powerful, but not neccesarrily all powerful supernatural creatures. If you're going to have polytheism embrace actual polytheism. [*]Problem: Fire giants are immune to fire despite being mortal creatures. Solution: Stop treating fire giants as mortal creatures. Sure if you cut them they bleed, but so do their mortal enemies - the gods of Asgard. A fire giant is more than a really big dude that's immune to fire. Embrace their mythic scope. [*]Problem:Protection From Evil stops all mind control. This crap is only necessary because the mechanics for domination suck, especially in 3e. If saves stay within reasonable ranges so they aren't "Pray for a 20" and you have a hp threshold that allows a character to shake off domination with a successful save if they are given commands that go against their natures you can re-purpose protection from evil as a means to contain demons and the like. [*]Problem: Knock can open any door and invalidates open locks skill. Solution: Get rid of knock. It's too subtle. D&D magic is about flash and panache. Wizards see a door - they use magic to rip it off its hinges. You want subtlety or stealth see a rogue. [*]Problem: See Invisibility pierces any Invisible Spell. Solution: Working as intended. The God of Invisibility shouldn't use invisibility spells. He is invisible. The wizard uses magic to cheat the senses, only fair to let magic beat magic. That's the cost of magic. You want dependable results see a rogue. [*]Problem: Super fire that beats fire immunity. Don't do it. A dwarf isn't just some human in a funny suit. Let them have their moment in the sun. If something makes sense thematically just go with it. [/LIST] [/QUOTE]
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