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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="paradox42" data-source="post: 3617464" data-attributes="member: 29746"><p>Irrelevant to me, even if it is relevant to somebody else. I'm not interested in what previous myths say on this subject, the game I and my players play is about making up our <strong>own</strong> myths. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> We don't care what the Ancient Greeks or the Finns of the Eddas age have to say on these matters, we're not playing in that world. We're also not playing on Earth, or even an alternate-history version of it. Earth myths have as much relevance to our characters as diamonds do to egg salad.</p><p></p><p></p><p>Players may make the choice of whether or not to acquire one based on class, but those without do get left behind. Thus it devolves into essentially the same situation as Cloaks of Resistance. And I can tell you now that of those in my Epic game, several characters do not have Cloaks of Resistance- they went with other items in those slots (a Cloak can be worn in either of two slots, of course). When it comes time to make saves, they do sometimes regret that choice, but it was theirs to make. And yes, the powergamers of the party do have Cloaks of Resistance (along with other save-boosting items), but then again both of them also have highly magical weapons and armor- even though one of them is the party Sorceress. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Admittedly she normally only uses a shield, but she does use one.</p><p></p><p></p><p>An issue easily solved by creating abilities to do the same with Cloaks of Resistance. I like that idea, myself- it's the best of both worlds!</p><p></p><p></p><p>Except that you don't, because as others have pointed out- <strong>in a world where magic works,</strong> somebody is going to arrive at a means of crafting an item to provide resistance to various effects which- translated into game terms as all things from this other world must be for we Earthlings to deal with them- end up looking very much like Cloaks of Resistance. Changing the underlying mechanics of saving throws by making the bonuses higher at each level does nothing to alter the fact that it just plain makes sense, for people who regularly get into dangerous situations, to want a magic item that helps them avoid or resist danger- even if only a little bit.</p><p></p><p>Clearly, the world you envision games taking place in doesn't have people who think along these lines, and in your world Cloaks of Resistance make no sense. That's fine; run your world that way if that's what you like. Many of the rest of us, though, see a world <strong>without</strong> Cloaks as being the one which makes no sense. We prefer to stick to the standard D&D convention of having magic items (be they Cloaks or something else) which provide bonuses to saving throws.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3617464, member: 29746"] Irrelevant to me, even if it is relevant to somebody else. I'm not interested in what previous myths say on this subject, the game I and my players play is about making up our [b]own[/b] myths. :) We don't care what the Ancient Greeks or the Finns of the Eddas age have to say on these matters, we're not playing in that world. We're also not playing on Earth, or even an alternate-history version of it. Earth myths have as much relevance to our characters as diamonds do to egg salad. Players may make the choice of whether or not to acquire one based on class, but those without do get left behind. Thus it devolves into essentially the same situation as Cloaks of Resistance. And I can tell you now that of those in my Epic game, several characters do not have Cloaks of Resistance- they went with other items in those slots (a Cloak can be worn in either of two slots, of course). When it comes time to make saves, they do sometimes regret that choice, but it was theirs to make. And yes, the powergamers of the party do have Cloaks of Resistance (along with other save-boosting items), but then again both of them also have highly magical weapons and armor- even though one of them is the party Sorceress. :) Admittedly she normally only uses a shield, but she does use one. An issue easily solved by creating abilities to do the same with Cloaks of Resistance. I like that idea, myself- it's the best of both worlds! Except that you don't, because as others have pointed out- [b]in a world where magic works,[/b] somebody is going to arrive at a means of crafting an item to provide resistance to various effects which- translated into game terms as all things from this other world must be for we Earthlings to deal with them- end up looking very much like Cloaks of Resistance. Changing the underlying mechanics of saving throws by making the bonuses higher at each level does nothing to alter the fact that it just plain makes sense, for people who regularly get into dangerous situations, to want a magic item that helps them avoid or resist danger- even if only a little bit. Clearly, the world you envision games taking place in doesn't have people who think along these lines, and in your world Cloaks of Resistance make no sense. That's fine; run your world that way if that's what you like. Many of the rest of us, though, see a world [b]without[/b] Cloaks as being the one which makes no sense. We prefer to stick to the standard D&D convention of having magic items (be they Cloaks or something else) which provide bonuses to saving throws. [/QUOTE]
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