Can you share, or is it classified?Eh, I know the guy who worked on them. It was thought about. It was an active (albeit experimental) decision, and there are very good reasons for it.
Of course, that doesn't make it necessarily popular
Can you share, or is it classified?Eh, I know the guy who worked on them. It was thought about. It was an active (albeit experimental) decision, and there are very good reasons for it.
Of course, that doesn't make it necessarily popular
It's very well tread and retread ground... here's a random link or two to one of the developers talking about it, though, and some of the responses go into greater detail. Also, Mearls did an article (legends and lore?) about wanting to monkey with resistances at one point. Greg Bilsland posted about the design being intentional. Etc.Can you share, or is it classified?
If a rogue goes up behind a skeleton and sneak attacks them, they get to do extra damage. This makes me mad. The Sneak Attack power represents stabbing vital bits. The skeleton has no vital bits.
If a wizard wants to blast a fire elemental with a fireball, it works just fine. Fire elemental have no fire resistance. I think I remember a developer saying this was intentional.
Sorry, I haven't had any prior exposure to those discussions.It's very well tread and retread ground... here's a random link or two to one of the developers talking about it, though, and some of the responses go into greater detail. Also, Mearls did an article (legends and lore?) about wanting to monkey with resistances at one point. Greg Bilsland posted about the design being intentional. Etc.
I agree 100%. I think that many of the arguments about "nod to realism" and how magic works and wuxia fighters and low/traditional vs high/anime fantasy are actually setting-specific issues.My solution? I think there is room for certain creatures/monsters to be rendered as setting-specific. In the core rules they have certain nebulous features that are not clearly defined and can only be explored through researching or encountering them in a given campaign.
I agree 100%. I think that many of the arguments about "nod to realism" and how magic works and wuxia fighters and low/traditional vs high/anime fantasy are actually setting-specific issues.
The problem, of course, is what goes into "core" or baseline story, and what goes into setting-specific modules? I think everyone can agree that elves and flying dragons are core, and that Dark Sun sorcery kings are setting specific, but how about everything inbetween from Vancian magic to warforged to warlords and wuxia fighter powers?
The other problem is that a lot of people don't seem to like default campaign settings, but I love the idea because a) it provides strong branding and identity for that book or boxed set, and b) if a group says they're playing with this or that setting, you know what to expect and join or avoid the group accordingly
I'm ok with burning fire elementals and I've very ok with sneak attacking skeletons.I think all of this "Oh Noes! My immersion is broked!" comes from people bring their own preconceptions into the game and not trying to instead look at it from where the game might be coming from instead.
Rogues sneak attacking skeletons? it should only break your immersion if you have a preconception of what seank attack should do. if sneak attack is described as going after weak points of an enemy you should have no problem coming up with the thought that you could be attacking joints or other weak spots.
its not the game breaking your immersion its preconceptions I believe that break your immersion.
But, show me a game that tells its players that they need to look at things from where it is coming from instead of the game being able to service the notions the players want to bring into the game, and I'll show you a game where the designers are thinking about a new edition two years later.