JohnSnow said:So basically, you won't take real world examples, or mythological examples, because "D&D is a creature of itself." Which means the only examples you'll take are from D&D. And of course since immunities have historically been part of D&D, you've set up parameters whereby nobody can convince you. I've heard plenty of closed-minded arguments on the internet before, but even by that standard, I'm impressed.
So, it's fine with you that the God of Fire can't harm a red dragon with fire. It's fine with you that no amount of fire can damage a fire elemental in any way. It doesn't bother you that a fire elemental can literally plunge through the heart of the SUN and survive.
Yes, I am fine that the god of fire can't harm a fire creature with fire (to harm them he should take away the fire from them) or that fire elementals can go straight trough the sun (ignoring things like gravity). Its more stylish to say that the sun is just a huge mass of fire elementals instead of a continous chemical/physical reaction (see science vs magic).
Derren said:What are you are saying? I am really not getting it. People make bad characters on purpose but don't know that this is bad?
That is laughable. And even if, I expect that players are smart enough to know that betting everything on one card is risky.
Also you are not staying on topic. Of course it is possible to make useless characters in D&D, but its quite hard to make a character which is fine most of the time and only useless when faced with one certain energy immunity.
Imo that is not even possible when you are not using splatbooks. I challenge you, make such a character which is fine otherwise but entirely useless when facing a specific energy immunity.
JohnSnow said:Toughness is a bad feat. So is Dodge. There are other examples.
Monk is a weak class. So is bard. People make characters on purpose that use these feats or classes, many of which were intentionally designed to be suboptimal classes. Finding the "best" combination of race, class and feats is considered to represent "game mastery" in D&D. The idea is that there will be better (and worse) choices and that this somehow rewards experienced players of the game.
Fourth Edition seems to be moving away from the notion that this "Game Mastery" is a desirable condition of D&D. And that's a good thing.
Derren said:What are you are saying? I am really not getting it. People make bad characters on purpose but don't know that this is bad?
Also you are not staying on topic.
Imo that is not even possible when you are not using splatbooks. I challenge you, make such a character which is fine otherwise but entirely useless when facing a specific energy immunity.
mach1.9pants said:Man, I am going to have to put 'I agree with whatever JohnSnow says' in my sig at this rate.
Well put, Sir JS
ROFLMourn said:Dude's got quite a brain.
And impeccable taste in protagonists, I would say.
Mourn said:I don't know how I can be any more clear, but I'll try.
The designers of 3rd Edition elected to design the system with the concept of "system mastery," which means that they intentionally chose to develop certain feats, classes, races, spells, powers, items, or whatever as crap. This was so that after playing the game for a while, you can look at Toughness and see that it's a worthless waste of space, but a new player will be tricked into making a bad choice because he doesn't know better. This is especially a problem in 3rd Edition, since one bad feat choice can ruin your character development, since you basically have to plan it from 1st level in order to make sure you qualify for everything you want.
Sorcerer with all fire spells against a fire immune creature. Not a single spell, which are his only source of usefulness, will achieve anything.
Derren said:Yes, I am fine that the god of fire can't harm a fire creature with fire (to harm them he should take away the fire from them) or that fire elementals can go straight trough the sun (ignoring things like gravity). Its more stylish to say that the sun is just a huge mass of fire elementals instead of a continous chemical/physical reaction (see science vs magic).