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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="StarFyre" data-source="post: 3831550" data-attributes="member: 26055"><p><strong>i don't think it's bad design...</strong></p><p></p><p>my friends and I have discussed, and most agree that DR/immunities is good.</p><p></p><p>It also makes sense to us...one of my friends agreed with a quote i put on wizards.com forums a few weeks ago..</p><p></p><p>Even though this is a fantasy game, real mechanics of science/reality still exist....the difference is magic is also possible. Gravity, fire, etc still exist. So people who say 'this isn't realistic' are not to be laughed at. That said, if someone is christian, etc...do you really think, they would believe that a small dagger, i got at a store, would hurt "Michael the Archangel?"</p><p></p><p>Hell no!! We, in our campaigns, do not believe standard mortal weapons will hurt beings that are NOT based in reality (at least an orc is a humanoid for example, that could be thought of like a mutated person). Demons, Angels, other planar creatures, far realm entities, etc. If these do not have DR/immunities in 4E, we will add them back in our own modified versions (I have modified versions of many 3.5E stuff now that we do not like how they designed it).</p><p></p><p>Does this nerf a party, or sideline the fighter? I don't think so. I think design is moving to a video game style. My players, if they know they want to go to Pandemonium, will get research done in Sigil (we play a planescape campaign, although I move around planes, modify cosmology, etc as i see fit, so 4E changes I can accomodate easily if i wish) and buy stuff etc as they can afford first. </p><p></p><p>They take extra weapons, torches, magical light sources, stuff to plug ears, etc. If players DON'T want to do that, they just want a straight dungeon crawl, yes I agree, it is brutal for a fighter; but in a more "breathing, living, realistic" universe, where the characters are part of, I don't see a problem at all.</p><p></p><p>I think the main issue here is style of play for the players. I also do themed areas...what i mean is...if I send you to the abyss, except it to be harsh...expect creatures that are magical in nature, that can summon, or teleport, or have weapons that will disappear if they die, etc. If I send you to a cave with orcs, and goblins, expect a possible boss to be a gnoll or ogre styled creature UNLESS there is a reason within my background notes, why maybe something else is leading them (ie. maybe an illithid or drow or even a devil trying to illicit a war on a town, etc). These is a themed area as it 'fits' instead of having the nice werewolf, with a owlbear, with a pixie, with a treant, with a squid or whatever the example of a forest encounter wizards gave! However, it is possible that a properly themed area that 'makes sense' to all the players can put players at a disadvantage. Again, overall campaign design can fix this. If it's a pure hack n slash campaign; yeah, you're screwed. But if it's not; then there are always tons of possibilities.</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 3831550, member: 26055"] [b]i don't think it's bad design...[/b] my friends and I have discussed, and most agree that DR/immunities is good. It also makes sense to us...one of my friends agreed with a quote i put on wizards.com forums a few weeks ago.. Even though this is a fantasy game, real mechanics of science/reality still exist....the difference is magic is also possible. Gravity, fire, etc still exist. So people who say 'this isn't realistic' are not to be laughed at. That said, if someone is christian, etc...do you really think, they would believe that a small dagger, i got at a store, would hurt "Michael the Archangel?" Hell no!! We, in our campaigns, do not believe standard mortal weapons will hurt beings that are NOT based in reality (at least an orc is a humanoid for example, that could be thought of like a mutated person). Demons, Angels, other planar creatures, far realm entities, etc. If these do not have DR/immunities in 4E, we will add them back in our own modified versions (I have modified versions of many 3.5E stuff now that we do not like how they designed it). Does this nerf a party, or sideline the fighter? I don't think so. I think design is moving to a video game style. My players, if they know they want to go to Pandemonium, will get research done in Sigil (we play a planescape campaign, although I move around planes, modify cosmology, etc as i see fit, so 4E changes I can accomodate easily if i wish) and buy stuff etc as they can afford first. They take extra weapons, torches, magical light sources, stuff to plug ears, etc. If players DON'T want to do that, they just want a straight dungeon crawl, yes I agree, it is brutal for a fighter; but in a more "breathing, living, realistic" universe, where the characters are part of, I don't see a problem at all. I think the main issue here is style of play for the players. I also do themed areas...what i mean is...if I send you to the abyss, except it to be harsh...expect creatures that are magical in nature, that can summon, or teleport, or have weapons that will disappear if they die, etc. If I send you to a cave with orcs, and goblins, expect a possible boss to be a gnoll or ogre styled creature UNLESS there is a reason within my background notes, why maybe something else is leading them (ie. maybe an illithid or drow or even a devil trying to illicit a war on a town, etc). These is a themed area as it 'fits' instead of having the nice werewolf, with a owlbear, with a pixie, with a treant, with a squid or whatever the example of a forest encounter wizards gave! However, it is possible that a properly themed area that 'makes sense' to all the players can put players at a disadvantage. Again, overall campaign design can fix this. If it's a pure hack n slash campaign; yeah, you're screwed. But if it's not; then there are always tons of possibilities. Sanjay [/QUOTE]
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