James Jacobs said:I guess I'm not seeing the problem here with providing different options for using iconic D&D monsters, so individual DMs can pick and choose what versions work best for their campaigns.
Delta said:Actually, I agree that this is a problem. At the advent of 3E, the designers were talking about "game mastery"; common knowledge among players about what made D&D what it was. The "toolbox" approach breaks that down, and it ghetto-izes different playgroups into not being able to communicate with each other.
When I get a game system, I assume it paints an entire milieu for me to dive into. If it's a toolbox approach for the DM to build what they want (like, say, d20 Modern), I personally have to throw up my hands and say, "geez, I don't have the time for that".
Quite presumptuous of you, don't you think?jasamcarl said:And I have the feeling that the majority of those who have a problem with this are complaining not because they intended to throw their pcs against these as is, but because they simply wanted to do some mental masturbation with those big, bloated, useless stats, and they have some hangup about having their day dreams endorsed through an 'official' source. I.e. they are the target of most of Dieties and Demigods 'crunch' (remember how some thought they were too weak?).
Delta said:When I get a game system, I assume it paints an entire milieu for me to dive into.
Delta said:If it's a toolbox approach for the DM to build what they want (like, say, d20 Modern), I personally have to throw up my hands and say, "geez, I don't have the time for that".
Sammael said:Quite presumptuous of you, don't you think?
Actually, my main problem with the weak archfiend stats is that someday, a young player will come to me and ask me: "Hey, can we go kill this guy? He must have some phat l00t, being a demon prince and all! Just like in Diablo III!" And I will be forced to restrain myself from doing something really nasty to that player. Because it won't be his fault.
In my games, archfiends are not "end bosses." They are not entitites you just walk up to and roll initiative. If you assault an archfiend (or paragon celestial), you die, just as if you had assaulted a deity (and no, I didn't even buy D&DG... because deities should not have stats). The only way you can even remotely harm an archfiend is through cunning and/or really, really, really powerful magic. Even then, you can only temporarily incovenience the said archfiend.
There is such a thing as the RPGA, where you MUST run games as written by WotC. There is no room for interpretation there. No "it doesn't work that way in my world." Now, I certainly wouldn't run that kind of game. But there are a lot of people here who play at conventions and similar events where such games are run.jasamcarl said:Uh huh. And this kid who is digesting the stats won't come upon the advancement chart. And it will be way too difficult for you to note that that is not how it works
in your game
Let me remind you that you are posting on a message board about D&D, a game of "play pretend" for adults. And you have a higher postcount than me. Do we want to talk about your weird attachments?before you go into a rage about how some kid interprets some fake monster you have a weird attachment to...![]()
Sammael said:In my games, archfiends are not "end bosses." They are not entitites you just walk up to and roll initiative. If you assault an archfiend (or paragon celestial), you die, just as if you had assaulted a deity (and no, I didn't even buy D&DG... because deities should not have stats). The only way you can even remotely harm an archfiend is through cunning and/or really, really, really powerful magic. Even then, you can only temporarily incovenience the said archfiend.