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Ranger Beast Master: errata will add new features to your animal companion!
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<blockquote data-quote="doctorbadwolf" data-source="post: 7526007" data-attributes="member: 6704184"><p>I mistakenly thought I could just speak casually, without all manner of hyperspecificity. </p><p></p><p>What I meant was, the specific thing we are arguing about is good. It’s good that some characters literally cannot make the save, while other characters can, and still others have a solid chance. </p><p></p><p></p><p></p><p>What argument do you have, other than to repeatedly state your conlcusion as if it were self evident objective truth?</p><p></p><p>what you propose wouldn’t “fix” the rules. It would make them more like what you want, but that is a different thing. </p><p></p><p>So, a couple reasons to introduce and keep situationally unbeatable save DCs, at high levels. </p><p></p><p>*it forces planning ahead, in game, to overcome. You can’t just boost all your saves with how you build the character, so most players won’t try. Good. Instead, if they study the CR 26 godling, they’ll find out that it has abilities that most mortals cannot resist (and ideally immunities and residences that most mortals could never overcome), and will have reason to research further, acquire aid and artifacts to overcome the challenge, and go in prepared. Maybe with just items and boobs that boost saves, maybe with unique campaign items/boons/whatever than lower the creature’s DC, or give a significant bonus to party saves against it, or otherwise mitigate the issue. </p><p></p><p>*It makes the fight tough, assymetrical, and harder to strategize, and thus harder to steamroll over, without necessarily making them a death trap for less capable parties. Most of these abilities aren’t going to kill anyone, they just make the fight harder. Good. The Paladin or whoever gets to walk through <em>an effect that everyone else gets hit by, and legends claim is impossible to resist.</em>Good!</p><p></p><p>*It makes epic threats stand out in a way that is hard to ignore. I would add such saves to BBEG creatures and campaign-climax type hazards and traps, if I were designing the game. Nothing that will create a TPK, but a trap that minorly hinders everyone who fails, or knocks everyone in different directions to keep them from using optimal strategy, that only some of them have any chance of succeeding on, is good design.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7526007, member: 6704184"] I mistakenly thought I could just speak casually, without all manner of hyperspecificity. What I meant was, the specific thing we are arguing about is good. It’s good that some characters literally cannot make the save, while other characters can, and still others have a solid chance. What argument do you have, other than to repeatedly state your conlcusion as if it were self evident objective truth? what you propose wouldn’t “fix” the rules. It would make them more like what you want, but that is a different thing. So, a couple reasons to introduce and keep situationally unbeatable save DCs, at high levels. *it forces planning ahead, in game, to overcome. You can’t just boost all your saves with how you build the character, so most players won’t try. Good. Instead, if they study the CR 26 godling, they’ll find out that it has abilities that most mortals cannot resist (and ideally immunities and residences that most mortals could never overcome), and will have reason to research further, acquire aid and artifacts to overcome the challenge, and go in prepared. Maybe with just items and boobs that boost saves, maybe with unique campaign items/boons/whatever than lower the creature’s DC, or give a significant bonus to party saves against it, or otherwise mitigate the issue. *It makes the fight tough, assymetrical, and harder to strategize, and thus harder to steamroll over, without necessarily making them a death trap for less capable parties. Most of these abilities aren’t going to kill anyone, they just make the fight harder. Good. The Paladin or whoever gets to walk through [I]an effect that everyone else gets hit by, and legends claim is impossible to resist.[/I]Good! *It makes epic threats stand out in a way that is hard to ignore. I would add such saves to BBEG creatures and campaign-climax type hazards and traps, if I were designing the game. Nothing that will create a TPK, but a trap that minorly hinders everyone who fails, or knocks everyone in different directions to keep them from using optimal strategy, that only some of them have any chance of succeeding on, is good design. [/QUOTE]
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