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General Tabletop Discussion
*Dungeons & Dragons
Stats for swords of power?
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<blockquote data-quote="Celebrim" data-source="post: 6303686" data-attributes="member: 4937"><p>That's the power of plot problem that I mentioned.  It's actually worse than that.  They didn't always make things happen in a predictable manner.  Their powers were highly conditional and often arbitrary.  Fans are still arguing over whether the events that occurred are the ones that 'ought' to have occurred given the swords stated 'ultimate ability'.  Certainly there was no way to predict which swords power would trump the other swords power until the writer said via the narrative, "This sword trumps that sword."</p><p></p><p>This is the problem with non-quantified abilities.  In a game, things that grant 'immunity' or 'invincibility' are simply ungamable because you end up in arbitrary 'what happens when an immovable object meets an irresistible force' questions?  Why does shield breaker give immunity to Mindbender or Soulcutter when they don't attack by force of arms?  Just because.  Why can Woundhealer counter Farslayer?  Just because.  It's not really interesting as a game.</p><p></p><p></p><p></p><p>Sure, but that's just simply not fun.  It amounts to an entire game ran by DM fiat.  In short, my point is that if you want to do this fine, but don't do them like they are in the story.</p><p></p><p></p><p></p><p>Most of them have effects that could be described, but which generally have the caveat - "No saving throw or spell resistance is allowed against this effect."  There is also a general problem that in the books, the swords were basically the only magical items.  In a setting with many magical items, can the swords be countered at least partially by other items 'of power'?  Since everything in the story runs on power of plot, there is no way to really answer that question except fiat.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6303686, member: 4937"] That's the power of plot problem that I mentioned. It's actually worse than that. They didn't always make things happen in a predictable manner. Their powers were highly conditional and often arbitrary. Fans are still arguing over whether the events that occurred are the ones that 'ought' to have occurred given the swords stated 'ultimate ability'. Certainly there was no way to predict which swords power would trump the other swords power until the writer said via the narrative, "This sword trumps that sword." This is the problem with non-quantified abilities. In a game, things that grant 'immunity' or 'invincibility' are simply ungamable because you end up in arbitrary 'what happens when an immovable object meets an irresistible force' questions? Why does shield breaker give immunity to Mindbender or Soulcutter when they don't attack by force of arms? Just because. Why can Woundhealer counter Farslayer? Just because. It's not really interesting as a game. Sure, but that's just simply not fun. It amounts to an entire game ran by DM fiat. In short, my point is that if you want to do this fine, but don't do them like they are in the story. Most of them have effects that could be described, but which generally have the caveat - "No saving throw or spell resistance is allowed against this effect." There is also a general problem that in the books, the swords were basically the only magical items. In a setting with many magical items, can the swords be countered at least partially by other items 'of power'? Since everything in the story runs on power of plot, there is no way to really answer that question except fiat. [/QUOTE]
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