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Large red dragon mini with only 5 fire resist...
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<blockquote data-quote="pemerton" data-source="post: 4002240" data-attributes="member: 42582"><p>I'll note that the authors of the Declaration of Independence disagree - but moving on from any violations of the no-politics rule, II'll focus on the application of this maxim to the gametable:</p><p></p><p></p><p>First, the notion of 100% useful is a red herring, because any energy resitance at all reduces the effectiveness of such an energy attack to a degree - and perhaps by 100% if the attack is weak compared to the resistance.</p><p></p><p>Rather than 100% useful, the relevant notion seems to be "meaningful". And I don't see what is wrong, IN A GAME, with wanting every player to be able to do something meaningful every turn. I get enough pointlessnness and desire-thwarting in my real life. I play a game for fun, not to get more of the same.</p><p></p><p>Earlier versions of AD&D inherited a certain approach to gameplay from oldstyle wargaming and boardgaming, namely (1) that it is OK for meaningful participation in the game to depend upon long exposure to and experience with the rules, and (2) that part of the fun of play is spectating others' actions, rather than performing actions of one's own. Given that (1) is an obstacle to player recruitment, and (2) is not true for most players of most games, it makes sense that 4e should abandon design based on these notions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4002240, member: 42582"] I'll note that the authors of the Declaration of Independence disagree - but moving on from any violations of the no-politics rule, II'll focus on the application of this maxim to the gametable: First, the notion of 100% useful is a red herring, because any energy resitance at all reduces the effectiveness of such an energy attack to a degree - and perhaps by 100% if the attack is weak compared to the resistance. Rather than 100% useful, the relevant notion seems to be "meaningful". And I don't see what is wrong, IN A GAME, with wanting every player to be able to do something meaningful every turn. I get enough pointlessnness and desire-thwarting in my real life. I play a game for fun, not to get more of the same. Earlier versions of AD&D inherited a certain approach to gameplay from oldstyle wargaming and boardgaming, namely (1) that it is OK for meaningful participation in the game to depend upon long exposure to and experience with the rules, and (2) that part of the fun of play is spectating others' actions, rather than performing actions of one's own. Given that (1) is an obstacle to player recruitment, and (2) is not true for most players of most games, it makes sense that 4e should abandon design based on these notions. [/QUOTE]
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