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Stat Penalties/Damage?
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<blockquote data-quote="small pumpkin man" data-source="post: 4165068" data-attributes="member: 57910"><p>Swarming Wyverns or worse Shadows against PCs who con take down most creatures of that CR incredibly easy takes no tactics, and both are relative resistanct to normal attempts to contain them, often actively discouraging true tactical play. Using dex damaging abilities against dragons takes no tactics, it can require preparation and forethought, but once you're in combat there's no tactics involved. It's strategic in a way that tends to be interesting to Robin Laws style "tactitions" but it's not tactical.</p><p></p><p>Also the fact that ability damage goes up while stats often remain the same, as well as the fact that many things which do it give no save(including many undead), or have stupidly high saves (collosal vermin) means that at high levels the only effective way to counter them is to just be immune, completely bypassing tactics, something which personifies many of the annoying problems with high level 3.x play.</p><p></p><p>Obviously if it's chr damage on a Fighter it takes less, however if it's str damage, or primary caster stat damage it tends to take longer because you're often figuring out things like damage on two handed weapons or what spells you've lost.</p><p></p><p>Enfeeblement is overly good, it's one of the perfect examples of an ability that reduces fun and discourages true tactics,using it one a fighter or barbarian it hidiously debuffs them often rendering them completely inefective, and there's nothing fighters or anybody can do about it untill much later on (when it's still very good). Disease is usually fine, since you're generally not redoing your stats in the middle of combat, and as something that's essentially a plot things (and very easy to deal with) it's not a big deal. Poison honestly only starts having problems around level 9-10, and it doesn't become obvious untill later. It's part of the whole sweet spot thing.</p><p></p><p></p><p>Firstly, I didn't write that, what you've attributed to me here was DandD, secondly, Wyverns are only CR 6 and do 2d6 con, Collosul Monstrous Spiders are CR 11 and do 2d8 str. Other examples exist, although 2d8 is probably the highest in the MM1.</p><p></p><p></p><p>I didn't write that either, but I will point out that most of those things used by GMs to "keep players on their toes" tend to be things that are incredibly difficult to regularly deal with except by having an absurd amount of Cleric/Wizard buffs up all day, which is exactly the kind of thing you and similar GMs seem to complain about.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4165068, member: 57910"] Swarming Wyverns or worse Shadows against PCs who con take down most creatures of that CR incredibly easy takes no tactics, and both are relative resistanct to normal attempts to contain them, often actively discouraging true tactical play. Using dex damaging abilities against dragons takes no tactics, it can require preparation and forethought, but once you're in combat there's no tactics involved. It's strategic in a way that tends to be interesting to Robin Laws style "tactitions" but it's not tactical. Also the fact that ability damage goes up while stats often remain the same, as well as the fact that many things which do it give no save(including many undead), or have stupidly high saves (collosal vermin) means that at high levels the only effective way to counter them is to just be immune, completely bypassing tactics, something which personifies many of the annoying problems with high level 3.x play. Obviously if it's chr damage on a Fighter it takes less, however if it's str damage, or primary caster stat damage it tends to take longer because you're often figuring out things like damage on two handed weapons or what spells you've lost. Enfeeblement is overly good, it's one of the perfect examples of an ability that reduces fun and discourages true tactics,using it one a fighter or barbarian it hidiously debuffs them often rendering them completely inefective, and there's nothing fighters or anybody can do about it untill much later on (when it's still very good). Disease is usually fine, since you're generally not redoing your stats in the middle of combat, and as something that's essentially a plot things (and very easy to deal with) it's not a big deal. Poison honestly only starts having problems around level 9-10, and it doesn't become obvious untill later. It's part of the whole sweet spot thing. Firstly, I didn't write that, what you've attributed to me here was DandD, secondly, Wyverns are only CR 6 and do 2d6 con, Collosul Monstrous Spiders are CR 11 and do 2d8 str. Other examples exist, although 2d8 is probably the highest in the MM1. I didn't write that either, but I will point out that most of those things used by GMs to "keep players on their toes" tend to be things that are incredibly difficult to regularly deal with except by having an absurd amount of Cleric/Wizard buffs up all day, which is exactly the kind of thing you and similar GMs seem to complain about. [/QUOTE]
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