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Second, there is of course an issue of what "mundane means" means in a magical world. Alchemist fire does fine against werwwolves, as does acid IIRC. that make it expensive.
Third, the new lower blcoking numbers for DR actually make it EASIER to deal with DR by mundane means, right? Its not getting harder at all. If most of the +10's turn into +5's then Joe average gate guard with a breataxe has a much much easier time dealing with that werewolf than he did in 3.0e, right?
So, in an analysis of hastes changed combat capabilities, it seems silly to be expecting roleplaying discussion. My character roleplays the same whether he has a partial action, a move action or an extra attack, whether he has +2 ac or even +4 ac.
Actually, let me counter that... if he is routinely hasted and it only gives a partial attack, then my mage, who is able to count his way out of a paper bag, would likely develop tactics to utilize his haste advantages.
Thus "Elkiefer, master invoker of the black flame, avatar of Chupacka, and Herald of the righteous flame of purity, wielder of magics potent enough to cause the very earth to tremble.... he will devastate his foes and wreak havoc on his enemies with potent spells that burn the flesh from their bodies... and alternate these potent magics with dagger throws from his bandolier. Empowered fireball for 10d6x1.5... throw dagger...disintigrate....throw dagger...polymorph enemy rogue into snail...dagger... lather...rinse...repeat.
Now thats roleplaying.
Yeah i got that, really i did. i was just trying to point out that you might be wrong or at least overstating. Since YOU specifically brought it up in the context of rules changes to dr and haste, both of which are specifically combat related game issues, it just seemed to be shoehorning in a general gripe/better-than-you that wasn't applicable to the threads at all.
Had you been complaining about combat analysis in a thread that was about roleplaying, it would have seemed to be an actual honest to goodness relevent point and not just taking an opportunity for an "im-better-than-you" post about how "we" just dont understand things as well as you.
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First, last time i checked, most creatures with 3.0 DR were difficult to harm with mundane means, since magic weapons was the most common DR bypass.Merlion said:
The new damage reduction has been inserted, in my opnion, to better represent mythology/literature in the game...and to actualy have creatures that are both diffacult or impossible to harm via mundane means
Second, there is of course an issue of what "mundane means" means in a magical world. Alchemist fire does fine against werwwolves, as does acid IIRC. that make it expensive.
Third, the new lower blcoking numbers for DR actually make it EASIER to deal with DR by mundane means, right? Its not getting harder at all. If most of the +10's turn into +5's then Joe average gate guard with a breataxe has a much much easier time dealing with that werewolf than he did in 3.0e, right?
Which of course, did not need designer dr at all. All you needed to do was reset the magic bypass numbers to match up more evenly with expected wealth level and GMW progression. Then viola... Dr has a greater impact on magic weapons.Merlion said:
AND to have that actualy some times be a factor for magic weapon wielding PCS
Spell choice is a complex issue involving many parts. ONE part is the spell's capabilities and for haste which serves little or no non-combat use, this means combat capabilities.Merlion said:
Spell choice is a roleplaying/character concept area as to the haste part.
So, in an analysis of hastes changed combat capabilities, it seems silly to be expecting roleplaying discussion. My character roleplays the same whether he has a partial action, a move action or an extra attack, whether he has +2 ac or even +4 ac.
Actually, let me counter that... if he is routinely hasted and it only gives a partial attack, then my mage, who is able to count his way out of a paper bag, would likely develop tactics to utilize his haste advantages.
Thus "Elkiefer, master invoker of the black flame, avatar of Chupacka, and Herald of the righteous flame of purity, wielder of magics potent enough to cause the very earth to tremble.... he will devastate his foes and wreak havoc on his enemies with potent spells that burn the flesh from their bodies... and alternate these potent magics with dagger throws from his bandolier. Empowered fireball for 10d6x1.5... throw dagger...disintigrate....throw dagger...polymorph enemy rogue into snail...dagger... lather...rinse...repeat.
Now thats roleplaying.
Merlion said:
Taken in context you'd see that I and Quinn were commenting more on that fact that many, many of the people in thease threads seem to view DnD as a live action version of Diablo or Everquest, and seem only to consider a new rules impact on there damage per round.
Yeah i got that, really i did. i was just trying to point out that you might be wrong or at least overstating. Since YOU specifically brought it up in the context of rules changes to dr and haste, both of which are specifically combat related game issues, it just seemed to be shoehorning in a general gripe/better-than-you that wasn't applicable to the threads at all.
Had you been complaining about combat analysis in a thread that was about roleplaying, it would have seemed to be an actual honest to goodness relevent point and not just taking an opportunity for an "im-better-than-you" post about how "we" just dont understand things as well as you.
.