Garnfellow said:
One thing about this thread that is really bugging me,
But there's no reason to get worked up, as you say.
Garnfellow said:
though, is the straw man argument that these changes to the rust monster are done just to those coddle poor, whiny, 3rd edition players. This charge seems to get repeated again and again -- and frankly, it’s pure bunkum. Nowhere in the article does Mike state this is his goal.
True. Saying that players are coddle and whiny is insulting. I agree that people shouldn't say that. But one could argue that WotC is trying to change the types of bad things that can happen to PCs to a relatively short list. It's not just Mike's article - there are plenty of other cases of this already happening in the rules.
Garnfellow said:
The reason to consider -- consider! -- redesigning the rust monster is that its one signature ability is extremely disruptive to the flow of the game. Period.
What the heck does "disruptive to the flow of the game" really mean? Does somebody have a rust monster miniature that actually rusts the players dice or rips up his character sheet? I think you're making an assumption here about how the game ought to flow that IMO should be explicitly stated. I've never seen a monster keep people from playing the game.
Garnfellow said:
For better or worse, in 3e a PC’s equipment is an vital component of that PC’s power. Permanently destroy that equipment, and you significantly weaken that character, making subsequent encounters far more difficult.
Why does this side of the argument keep saying this over and over without addressing the fundemental issue? One would have to assume that you guys NEVER capture PCs and take their stuff. That no one EVER sunders, disjoins, uses acid, fire, pick pockets - or MYRIADS of other ways to divest players of their stuff. PLEASE, SOMEONE on that side of the argument explain this.
Garnfellow said:
But let’s face it: the rust monster is a gimmick encounter and I haven’t used one in years.
I don't find this statement entirely unreasonable. It's just that what's the point of redesigning a monster when you object to it's premise. It's as I said in my nymph analogy above.
Garnfellow said:
Its sole, solitary purpose is to serve as an annoyance that must be overcome to get to a “real” encounter.
The same thing is true of pretty much every other encounter in DnD - relatively few have a real chance of killing PCs. Managing your resources so that the rust monster does not incapacitate the party is it's challenge.
Garnfellow said:
I dare say few people have never built a dungeon with the rust monster as the boss monster. And in that light, its ability can greatly hamper -- out of all proportion to the nature of the encounter -- the ability of a group to get to the real meat of the adventure.
Show me a redesign that makes you want to make the creature a boss encounter. Not all monsters are boss encounters.
Garnfellow said:
After many brave deeds and heart-pounding battles,
What brave deeds? After the brave adventurers nearly suffered the catastrophe of a -2 penalty on their attack rolls? OH the horror! Seriously, I can't figure out why any of the previous battles would be heart-pounding unless the players were naive. THEY'RE GUARANTEED TO GET TO THE BBEG ENCOUNTER. Anything else would be disruptive to the game flow AFAICT. So they should just chill and wait for the train to arrive.
Garnfellow said:
Is this a lot of fun for anyone, including the DM?
When your players realize that they're on a railroad, and that fighting the minions of the vampire is going to have absolutely no effect on their ability to reach and fight the BBEG, then the minion encounters will be pointless. IMO story teller DMs rely on the reputation of other DMs to make the minion encounters plausibly dangerous. As a player I would quickly catch on as to the pointlessness of anything but the BBEG encounters in that particular game.
Garnfellow said:
Unless you specifically engineer a real railroad situation that forces the PCS into close quarters with a rust monster, when experienced PCs see a rust monster they either run or nuke it from orbit or both.
You don't have to "engineer" an ecounter to take into account encounter distance and other factors. Experienced players will see a monster and either kill it, or run from it, or both.
A rust monster with a smidgin of cunning will probably figure out a way to minimize it's vulnerability. The hawks in your campaign don't walk around on the ground looking for food, do they? It's hardly "railroading" to assume some level of cunning from creatures.