mmu1 said:
Sorry if this was brought up already - I haven't followed the General forum in a while - but did the Knight's challenge abilities strike anyone else as the epitome of crappy game design?
Hello there!
Indeed, the topic was already brought up a couple of times. For me, the challenges are an example of cool game designs that make a class stand up on its own, with its own particular abilities, rather than being pieced together from already existing material. Plus, these are abilities actually useful in game. I can't complain about that.
First of all... Why does everything need to be a swift action all of a sudden? I think that the challenges are, in many ways, quite similar to bardic music, which is always a standard action. It smacks of someone playing with new toys, rather than consitent game design.
Well. That's not really an argument then, is it? I mean, it might "feel like" it's playing with new toys to you, but that's feeling, that's not an actual argument.
What's wrong with swift actions, in fact? Nothing, IMO. So why not? Because bardic music works differently? But it's not really the same is it? You say it yourself: it's well,
similar. Sort of. Not really to me.
Second, why is an ability that is essentially a mind-affecting compulsion effect classified as Extraordinary, when the Bard - the class that actually specializes in manipulating others with words - has only Supernatural and Spell-Like abilities? If it acts like magic (and IMO it does, considering that it even works on things that don't speak your language), then label it as magic.
It's not magic.
Third, I realize that it's a combat ability, and it should be relatively uncomplicated... but virtually every other mind-affecting ability and spell (from Charm and Fascinate all the way to Dominate) tends to have some circumstance modifiers listed, to reflect the circumstances it's used under. Also, the fact that you can't, for example, choose to refuse the challenge and end up with a morale penalty as a result, but are instead forced into a fight outright, seems extremely heavy-handed and artificial to me. (unless the ability was outright magical, but it's not)
Between making it more complicated with this or that modifier or keeping it simple, I choose the "keep it simple" motto every day, to be frank. So there too, I feel we won't be agreeing.
The heavy-handed argument I feel is actually the problem many people have with the ability. I feel this is actually a good decision. The truth is that the game is run by the DM, the DM can do whatever s/he wants. Instead (in appearance) for once, you have an ability that actually does something cool with no "ifs" no "buts" ... BUT a saving throw. COOL!
>>
The DMs who don't like the challenges will fudge saving throws whenever they please anyway, we all know it. let's not be too naive.
It's not like any of these things are a threat to the world as we know it, but IMO it's just a prime example of inconsistent and inelegant design, of the sort that ends up unnecessarily undermining a unified ruleset. (and that after all the trouble they supposedly went to in order to make 3.5 more consistent)
Well here you go. This explains why I don't agree with you!
