I don't really have a problem with this. Although I kinda liked the "charisma for extra hitpoints" bit certain undead had going - represented the "held together by sheer force of will" kind of thing that spectres and ghosts had going on.Mortellan said:Clearly if undead are crittable then conversely they deserve extra hit points for high constitution.
delericho said:I would bet that fortification will be disappearing with the new edition.
Some time ago, there was a Deisng & Development article on 'spoiler effects' such as darkness, that spoil the fun of landing a really good blow on a percentage chance to miss. The exact same applies to fortification, except that it turns the excitement of a rare critical hit into a normal hit, so is arguably even worse.
pawsplay said:Only viewed from the point of NPC fortification. To the players, it's a potential "haha!"
Anyway, it's a simplistic argument, and pointedly ignores the essential truth that D&D is about vicarious masochism.
Ahglock said:This seems off to me the person spoiling the "great blow" is getting enjoyment out of spoiling it. If I cast super fog spell and that means the next round the arrows that would of crit me instead miss, I go woo-hoo, the archer goes ahhh-man. If I can't spoil the blow the archer goes woo-hoo and I go Ahhh-man.
Reducing the ways in the game you can have woo-hoo/ahh-man scenarios doesn't seem like an improvement to me.
Fishbone said:Well, the problem I've always had was that it seems to screw the rogues over totally to have entire types of monsters be immune to sneak attack damage. I can see certain constructs, undead, and plants being immune to sneak attack but every single one is totally overkill. Especially when you want to run an undead heavy or plant heavy dungeon and you realize the key ability of the rogue will be useless in about 80 percent of the fights.
Please god please god let this "invest in" business be irrelevant* in 4th edition. I really hope they're keeping to their word about the item-christmas-tree issue.DM_Blake said:Also, any rogue with any sense at all should invest in undead bane or construct bane weapons, even if they're only backup weapons. Sure, it's not as good as actually sneak attacking them, but these weapons are far more valuable to a rogue than to anyone else, because everyone else can still use their best stuff against these kinds of monsters.
Fishbone said:Well, the problem I've always had was that it seems to screw the rogues over totally to have entire types of monsters be immune to sneak attack damage. I can see certain constructs, undead, and plants being immune to sneak attack but every single one is totally overkill. Especially when you want to run an undead heavy or plant heavy dungeon and you realize the key ability of the rogue will be useless in about 80 percent of the fights.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.