Balesir
Adventurer
Yep, I'll second this. I started DMing around 1978, and I understand exactly where you're coming from, here.Well, arguing backed up by 38 years of GMing. All I mean by that is I have seen plenty of it in different systems.
Yep, I'll second this. I started DMing around 1978, and I understand exactly where you're coming from, here.Well, arguing backed up by 38 years of GMing. All I mean by that is I have seen plenty of it in different systems.
Having creatures with immunities is fine, but I think it's really a separate topic. The problem with the line of logic you are using about oozes is that it leads - if taken to its extreme - to "anything we don't understand should be immune to stuff". And the stuff they are not immune to? Well, we don't understand that stuff, because we don't share a world with the creatures we don't understand...
I don't think I'd have had some big problem if they were impossible to trip. It just wasn't a big deal to bother about. Really, it felt like the kind of nitpicky objection people come up with when they really just don't like something and someone asks "why".
hmmm....I guess my problem with that is that would lock you into the "official" world much more than previous editions. I mean, so long as you're there in PoLand with the default cosmology, etc. and your players know enough about it to make those choices meaningful, then yes signalling could happen. In my home games, neither of those is true. This might lead into why I feel 4e is a much narrower game than previous editions.
I don't see that this "locks you into" the "official" world so much as this is "added value that the official world offers you". What was arguably missing, of course, was good guidance in the DMG about both using and developing variants on this stuff for your own worlds. But then, advice about a lot of the "new paradigm" in 4e was absent or stunted - maybe because it was new to the designers, too?
@Abdul Alhazred , you might want to check your attributions - you seem to be blaming @Crazy Jerome for something I wrote...![]()
It's generally assumed that having a mind is a positive benefit, in evolutionary terms; it allows reactions and novel approaches. This leaving aside that, in order to do something as intentional as "attack", D&D oozes must have something that we would functionally describe as a "mind"...
Likewise with "shape". A puddle is immobile and can't send out pseudopods to 'attack' anything. To do those things, an ooze would need to develop some sort of coherent (if somewhat malleable) 'shape', together with the internal means to modify that shape at will - and there's that "mind", again...
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Having creatures with immunities is fine, but I think it's really a separate topic. The problem with the line of logic you are using about oozes is that it leads - if taken to its extreme - to "anything we don't understand should be immune to stuff". And the stuff they are not immune to? Well, we don't understand that stuff, because we don't share a world with the creatures we don't understand...
.
What was arguably missing, of course, was good guidance in the DMG about both using and developing variants on this stuff for your own worlds. But then, advice about a lot of the "new paradigm" in 4e was absent or stunted - maybe because it was new to the designers, too?
1978, fine year, although I spent the bulk of it in a watery sack.Yep, I'll second this. I started DMing around 1978, and I understand exactly where you're coming from, here.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.