ThirdWizard said:I really don't understand the people who don't like it. It's so much better.
I'd call it a step in the right direction accompanied by two steps in the wrong direction.
Getting rid of the unnecessary special case rules? Good idea.
Adding a new special case rule? Bad idea.
Stripping out the antimagic cone? Unnecessary.
And, in general, I see in this redesign a desire to get rid of save-or-die effects. I can get behind that. But the way to do that, as I said earlier in the thread, is to fix the save-or-die effects -- not throw the baby out with the bath water.
Let me put it this way: The problem with flesh-to-stone is not that you're turning someone into a statue. The ability to turn someone into a stone statue is a paradigm of the fantasy genre, after all. The problem is that flesh-to-stone (like other save-or-die mechanics) sidesteps the standard damage mechanics and reduces the game to a single die roll: Make it or your character is effectively dead (barring supernatural salvation).
The fix is not to get rid of the effect (turning someone to stone), it's to change the mechanic which gives you that result. (Someone else's suggestion of having the effect deal Dex damage is excellent. Very similar to my Con damage solution to other save-or-die effects. It's been incorporated into my house rules already.)
The thing that concerns me even more is that Mearls seems to believe that charm effects and sleep spells are save-or-die effects. That proffered belief is, frankly, enough to make me question my generally high opinion of Mearls as a designer. It's completely nutty. Those effects have limited durations and cannot directly cause a character's permanent demise/removal from play.
I'm even more concerned when this over-reaction is taken in tangent with the "characters should never suffer lingering consequences from an encounter" re-design of the rust monster.
Although, now that I think about it, the rust monster re-design suffers from essentially the same problems as the beholder re-design:
1. Arguing that certain special case rules are problematic, and then replacing them with a different set of special case rules. In this case, the SRD rust monster is allowed to bypass the normal rules for damaging items. Mearls doesn't like it, so he replaces it with a different way of bypassing the normal rules for damaging items.
2. Throwing the baby out with the bathwater in response to a save-or-die effect. In this case, the SRD rust monster's save-or-die ability is targeted at equipment instead of characters, but the effect is the same: Make a save or we'll bypass the normal damage rules to destroy you.
Mearls attempts to solve the problem by removing the permanent effects of the rust monster's attack. But, in doing so, he's made two incredibly stupid decisions as a designer:
First, from a flavor stand-point, his mechanics no longer model rust. Rust causes permanent damage. Rusted metal doesn't magically heal itself ten minutes later.
Second, from a mechanical standpoint, you've made it more difficult for a rust monster to permanently damage items than for an ogre to do so (by sundering the item). You've taken the rust monster's schtick away because you're worried about items being permanently destroyed... calmly ignoring the rules for sundering items which are still found in the PHB and available for everyone to use.
The correct way to fix the rust monster (by removing his save-or-die ability) is simple:
On a successful melee touch attack, the rust monster's rusting ability deals 1d10 points of damage to a single metal object carried or worn by the target, bypassing that object's hardness.
... done.