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<blockquote data-quote="TheCosmicKid" data-source="post: 7032730" data-attributes="member: 6683613"><p>You are aware that ghosts are <em>immaterial</em>, right? I don't care how buff Yogi is, he can't sink his claws into something that physically isn't there.</p><p></p><p>If finding a magic item counts, why does the ranger (or the monk or the druid) need a class feature? They can just find a magic item to do it.</p><p></p><p>Why? I've already explained how it enhanced the game by making magic DR an obstacle that must be overcome proactively.</p><p></p><p>While this was certainly true in earlier editions, it's much less so in 5E. The game was very deliberately designed to be magic-item-agnostic. When you can kill an ancient red dragon with an ordinary longsword straight out of the PHB, I simply don't buy the "magic is obligatory" argument.</p><p></p><p>And even when magic <em>is</em> obligatory, <em>that's a bigger issue with the system</em>. It creates precisely the problem we are both (from opposite ends) outlining: a rat-race where the monsters get a defense that the PCs are obligated to receive a counter to, with a net gameplay outcome of zero. That's <em>why</em> 5E is very deliberately designed to be magic-item-agnostic.</p><p></p><p></p><p>What's wrong with being "pretty much crippled" in some fights? If every fight were exactly the same difficulty and could be solved with exactly the same approach, this would be a much less interesting game. Spellcasters are "pretty much crippled" against creatures with spell resistance, and they don't even get any spell in 5E to punch through it. If they did get such a spell, would that be a spell tax too? If so, then I guess it's good for the game that they don't -- and this seems also to be an argument against letting beastmasters even get <em>magic fang</em>, much less a permanent effect.</p><p></p><p>As I said, if you're invoking balance to justify this ability, then the balance is out of whack to begin with. Furthermore, if you're invoking balance to justify this ability, then you're <em>not</em> invoking in-universe logic or the realization of class concept. Characters should receive abilities because they are <em>fun</em> and <em>exciting</em>, not because they have to.</p><p></p><p>And I don't think you understand what I meant by wasted space. Look at what's happening in the abstract. Say that all or most monsters above level X have the "Lock" ability which stops them from being damaged except by stuff with the "Key" keyword. As a result, all PCs automatically receive the "Key" keyword at level X which lets them damage the monsters normally. What is this Lock/Key mechanic doing for the game? Nothing. It cancels itself out. Gameplay is exactly the same as it would have been if the mechanic didn't exist. It is wasted text.</p><p></p><p>You're trying to argue that weapon resistance works like this Lock/Key mechanic. I'm trying to argue that, fortunately for the game, it isn't. Some monsters have Locks, yes, but getting a Key is an interesting challenge rather than something you're just entitled to by virtue of system math, and if you don't have it, the Lock can usually be overcome another way anyway.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7032730, member: 6683613"] You are aware that ghosts are [I]immaterial[/I], right? I don't care how buff Yogi is, he can't sink his claws into something that physically isn't there. If finding a magic item counts, why does the ranger (or the monk or the druid) need a class feature? They can just find a magic item to do it. Why? I've already explained how it enhanced the game by making magic DR an obstacle that must be overcome proactively. While this was certainly true in earlier editions, it's much less so in 5E. The game was very deliberately designed to be magic-item-agnostic. When you can kill an ancient red dragon with an ordinary longsword straight out of the PHB, I simply don't buy the "magic is obligatory" argument. And even when magic [I]is[/I] obligatory, [I]that's a bigger issue with the system[/I]. It creates precisely the problem we are both (from opposite ends) outlining: a rat-race where the monsters get a defense that the PCs are obligated to receive a counter to, with a net gameplay outcome of zero. That's [I]why[/I] 5E is very deliberately designed to be magic-item-agnostic. What's wrong with being "pretty much crippled" in some fights? If every fight were exactly the same difficulty and could be solved with exactly the same approach, this would be a much less interesting game. Spellcasters are "pretty much crippled" against creatures with spell resistance, and they don't even get any spell in 5E to punch through it. If they did get such a spell, would that be a spell tax too? If so, then I guess it's good for the game that they don't -- and this seems also to be an argument against letting beastmasters even get [I]magic fang[/I], much less a permanent effect. As I said, if you're invoking balance to justify this ability, then the balance is out of whack to begin with. Furthermore, if you're invoking balance to justify this ability, then you're [I]not[/I] invoking in-universe logic or the realization of class concept. Characters should receive abilities because they are [I]fun[/I] and [I]exciting[/I], not because they have to. And I don't think you understand what I meant by wasted space. Look at what's happening in the abstract. Say that all or most monsters above level X have the "Lock" ability which stops them from being damaged except by stuff with the "Key" keyword. As a result, all PCs automatically receive the "Key" keyword at level X which lets them damage the monsters normally. What is this Lock/Key mechanic doing for the game? Nothing. It cancels itself out. Gameplay is exactly the same as it would have been if the mechanic didn't exist. It is wasted text. You're trying to argue that weapon resistance works like this Lock/Key mechanic. I'm trying to argue that, fortunately for the game, it isn't. Some monsters have Locks, yes, but getting a Key is an interesting challenge rather than something you're just entitled to by virtue of system math, and if you don't have it, the Lock can usually be overcome another way anyway. [/QUOTE]
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