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<blockquote data-quote="Psion" data-source="post: 1805597" data-attributes="member: 172"><p>But the deal here is there would be consequences in how the game operates. Since HP increase with level too, combats would take forever.</p><p></p><p>In the case of sneak attacking undead, there are no universal consequences beyond the increased utility against undead. Special observance of some mechanics when feats clearly allow you to alter others is largely pointless if there is not a direct negative consequence. If it made SKR and Felonious feel better, we could rename it "supernatural attack" and define it as striking energy junctures (something that is totally in keeping with how class abilities are defined.) But much like renaming "turning outsiders" "censuring", you are just hanging off an existing mechanic, a mechanic being a method of using dice, applying numbers, and comparing qualities. We are better off, IMO, calling a duck a duck. The fluff part of the ability description is in our control. We <em>can</em> define energy junctures on the ability end of the description vice the monster end of the description. "We control the horizontal and the vertical." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>To be frank, I am not so sure that I would have allowed the feat in my high level game. As for why: once the party rogue figured out what a great pair she made with the monk and started flanking, she was enough of a death dealer as it was. Undead was the chance for "Mr. Paladin with his charisma boosting armor" to blast things out of existence. It was nice role balance.</p><p></p><p>But if the campaign almost exclusively featured undead as villains, a mood-inducing campaign decision as any, then I would strongly consider allowing such a feat to improve the role balance.</p><p></p><p>That's why, as always, I feel such things should fall under the purview of the GM. In some games it will be appropriate, in some games it won't. If I feel in my D&D worldview that zombies are just bags of hitpoints that you have to slog your way though without trickery, then that's your call. If you want undead to have negative energy junctures, sort of a dark reflection of chakras, and justify sneak attacks that way, then that's cool too. But I feel that hanging the portability of such a mechanic on assuming that everyone's worldview is the same as yours <em>on this level</em> is inappropriate bossiness about other people's games. It's making the game serve the rules, not vice versa. Having a supernatural sneak attack is an OPTION, a rule that, if it is appropriate, can serve my game.</p></blockquote><p></p>
[QUOTE="Psion, post: 1805597, member: 172"] But the deal here is there would be consequences in how the game operates. Since HP increase with level too, combats would take forever. In the case of sneak attacking undead, there are no universal consequences beyond the increased utility against undead. Special observance of some mechanics when feats clearly allow you to alter others is largely pointless if there is not a direct negative consequence. If it made SKR and Felonious feel better, we could rename it "supernatural attack" and define it as striking energy junctures (something that is totally in keeping with how class abilities are defined.) But much like renaming "turning outsiders" "censuring", you are just hanging off an existing mechanic, a mechanic being a method of using dice, applying numbers, and comparing qualities. We are better off, IMO, calling a duck a duck. The fluff part of the ability description is in our control. We [i]can[/i] define energy junctures on the ability end of the description vice the monster end of the description. "We control the horizontal and the vertical." ;) To be frank, I am not so sure that I would have allowed the feat in my high level game. As for why: once the party rogue figured out what a great pair she made with the monk and started flanking, she was enough of a death dealer as it was. Undead was the chance for "Mr. Paladin with his charisma boosting armor" to blast things out of existence. It was nice role balance. But if the campaign almost exclusively featured undead as villains, a mood-inducing campaign decision as any, then I would strongly consider allowing such a feat to improve the role balance. That's why, as always, I feel such things should fall under the purview of the GM. In some games it will be appropriate, in some games it won't. If I feel in my D&D worldview that zombies are just bags of hitpoints that you have to slog your way though without trickery, then that's your call. If you want undead to have negative energy junctures, sort of a dark reflection of chakras, and justify sneak attacks that way, then that's cool too. But I feel that hanging the portability of such a mechanic on assuming that everyone's worldview is the same as yours [i]on this level[/i] is inappropriate bossiness about other people's games. It's making the game serve the rules, not vice versa. Having a supernatural sneak attack is an OPTION, a rule that, if it is appropriate, can serve my game. [/QUOTE]
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