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Community
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What about when Ruining your Foes' Fun is your Fun?
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<blockquote data-quote="KarinsDad" data-source="post: 3866122" data-attributes="member: 2011"><p>I don't like most absolutes that much.</p><p></p><p>Examples:</p><p></p><p>Save or die. No in between.</p><p>Dominate. No in between.</p><p>Mind Blank</p><p>True Seeing</p><p>Fear</p><p></p><p>I think most game effects should be some form of modifier, or some form of gradual effect. For example, Fireball. A single 3.5 Fireball rarely kills anyone except really weak mooks. So in reality, it is a gradual effect. It has to be done a few times to really work in most cases. Bless, on the other hand, should just be a modifier (as per 3.5).</p><p></p><p></p><p>How this applies to the OP's point, I think that many game effects could be a small modifier to a situation, or a gradual harmful effect. That way, everybody is having fun. The attacker is harming the defender, but the defender is not being immediately made helpless.</p><p></p><p>The battlefield control guy is either subtracting modifiers from opponents, or he is gradually affecting them (e.g. Entangle does not stop people dead in their tracks unless they are in the effect for multiple rounds. The first few rounds, it just slows them up a bit, a modifier to movement, to hit, AC, etc.).</p><p></p><p>The enchantment specialist is either subtracting modifiers from opponents, or he is gradually affecting them.</p><p></p><p></p><p>There are some effects for which gradual effects just makes the game more complex. For example, tripping. Sure, there could be a partially prone effect, but that makes the rules a bit much.</p><p></p><p>So even if WotC puts in a lot more gradual effects, it's likely that some effects will still be all or nothing (hopefully just not save or die).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3866122, member: 2011"] I don't like most absolutes that much. Examples: Save or die. No in between. Dominate. No in between. Mind Blank True Seeing Fear I think most game effects should be some form of modifier, or some form of gradual effect. For example, Fireball. A single 3.5 Fireball rarely kills anyone except really weak mooks. So in reality, it is a gradual effect. It has to be done a few times to really work in most cases. Bless, on the other hand, should just be a modifier (as per 3.5). How this applies to the OP's point, I think that many game effects could be a small modifier to a situation, or a gradual harmful effect. That way, everybody is having fun. The attacker is harming the defender, but the defender is not being immediately made helpless. The battlefield control guy is either subtracting modifiers from opponents, or he is gradually affecting them (e.g. Entangle does not stop people dead in their tracks unless they are in the effect for multiple rounds. The first few rounds, it just slows them up a bit, a modifier to movement, to hit, AC, etc.). The enchantment specialist is either subtracting modifiers from opponents, or he is gradually affecting them. There are some effects for which gradual effects just makes the game more complex. For example, tripping. Sure, there could be a partially prone effect, but that makes the rules a bit much. So even if WotC puts in a lot more gradual effects, it's likely that some effects will still be all or nothing (hopefully just not save or die). [/QUOTE]
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What about when Ruining your Foes' Fun is your Fun?
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