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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="Pssthpok" data-source="post: 3630893" data-attributes="member: 34725"><p>The fact is, UK, that a resistance bonus is only mundane in your eyes because that's all the flavor that a CoR can support. Unlike a weapon or armor, which can have more "flavorful" elements embedded in its design.</p><p>However, one thing we're missing in the discussion is a proper comparison. Weapons and armor are allowed to bypass the "+5/+6" non-epic limitations because they're granted a sort of "sidecar" for these flavored abilities. CoRs are limited to a single "set" of bonuses, all of which perform the same function (i.e. bonus to saves) in the same amount of mundaneness as that same "set" of bonuses on a weapon or armor. So, in a direct comparison, a weapon or armor is just as mundane as a CoR and is just as forced-upon PCs in the long term as the other Big Six (we need bonuses beyond BAB and Str to hit and damage once we get into the mid-level range). The thing a CoR lacks is a customizable, flavorful sidecar for additional tweaks... for which we should be glad, really. Makes things simple, not having that to deal with. Choices are nice, but if everything were designed around choice, we'd be playing HERO or GURPS, not a modestly prefabbed system like D&D.</p><p></p><p>So, coupled with that, the fact that it is one of the most popular items across the classes, you think it's a bad item, right? Well, I agree in that regard; it's vanilla and uninteresting and overwrought. I also agree with WarDragon in the sense that we're playing a game here.</p><p></p><p>If we integrated the resistance bonus into the classes themselves and eliminated the items, somewhere someone would think (as a player): "I want to get my saves higher, isn't there an item that does that?" Because that's inevitable, and because there should be an item that does that. The CoR handles that well, and the current set of rules for class saving throws facilitates the item's existence and manages to integrate its effects without makign saves too high. </p><p>The PCs themselves, in game, would think along the lines of: "I need to shield myself from the varied dangers of the world; it would be nice to have a magic... hmm.. a magic cloak to protect me..." And we'd be right back to square one - i.e. having CoRs - but with the particular difference of already having increased the base saving throw modifiers.</p><p></p><p>If this is more or less an attempt to get rid of the 'only fails on a 1' result of your changing DC formulas to 20 + DvR + ability modifier, well you can forget it. You're getting dangerously close to a duct tape situation here: making rules to cover up for other new rules that don't quite work, just so you might not have to backpedal and in order to save face and perpetuate the assertion that you know better than the rest of us.</p></blockquote><p></p>
[QUOTE="Pssthpok, post: 3630893, member: 34725"] The fact is, UK, that a resistance bonus is only mundane in your eyes because that's all the flavor that a CoR can support. Unlike a weapon or armor, which can have more "flavorful" elements embedded in its design. However, one thing we're missing in the discussion is a proper comparison. Weapons and armor are allowed to bypass the "+5/+6" non-epic limitations because they're granted a sort of "sidecar" for these flavored abilities. CoRs are limited to a single "set" of bonuses, all of which perform the same function (i.e. bonus to saves) in the same amount of mundaneness as that same "set" of bonuses on a weapon or armor. So, in a direct comparison, a weapon or armor is just as mundane as a CoR and is just as forced-upon PCs in the long term as the other Big Six (we need bonuses beyond BAB and Str to hit and damage once we get into the mid-level range). The thing a CoR lacks is a customizable, flavorful sidecar for additional tweaks... for which we should be glad, really. Makes things simple, not having that to deal with. Choices are nice, but if everything were designed around choice, we'd be playing HERO or GURPS, not a modestly prefabbed system like D&D. So, coupled with that, the fact that it is one of the most popular items across the classes, you think it's a bad item, right? Well, I agree in that regard; it's vanilla and uninteresting and overwrought. I also agree with WarDragon in the sense that we're playing a game here. If we integrated the resistance bonus into the classes themselves and eliminated the items, somewhere someone would think (as a player): "I want to get my saves higher, isn't there an item that does that?" Because that's inevitable, and because there should be an item that does that. The CoR handles that well, and the current set of rules for class saving throws facilitates the item's existence and manages to integrate its effects without makign saves too high. The PCs themselves, in game, would think along the lines of: "I need to shield myself from the varied dangers of the world; it would be nice to have a magic... hmm.. a magic cloak to protect me..." And we'd be right back to square one - i.e. having CoRs - but with the particular difference of already having increased the base saving throw modifiers. If this is more or less an attempt to get rid of the 'only fails on a 1' result of your changing DC formulas to 20 + DvR + ability modifier, well you can forget it. You're getting dangerously close to a duct tape situation here: making rules to cover up for other new rules that don't quite work, just so you might not have to backpedal and in order to save face and perpetuate the assertion that you know better than the rest of us. [/QUOTE]
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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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