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Why are things immune to crits?
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<blockquote data-quote="Mordax" data-source="post: 1307623" data-attributes="member: 4430"><p>Hello, just been reading this fairly crazy thread, thought I'd answer the original question about why things are immune to crits or not:</p><p></p><p>D&D is about approximating cinematic reality, not real-life reality. It is *specifically* not for use as a way to simulate our physical world. I would think this would be obvious to all present: in real life, I can't zap people with lightning bolts from my fingertips. An ordinary guy, no matter how skilled, can't fight off a whole army in an open field. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>All of the creatures listed as being immune to crits are immune for thematic reasons. To preserve genre.</p><p></p><p>For example: when have any of you, (I'm looking at you in particular, <strong>jessiemook</strong>), read a book where the brave hero used his knowledge of woodcutting and botany to fell a magical animated plant monster with a single mighty swing to its proposed trunk-related super weak spot? </p><p></p><p>I'm willing to bet never. My count is certainly zero. Every time I've seen magical animated plant monsters, the answer was to chop them into tiny pieces, or maybe burn them. (Read, no exploitable vital areas.) </p><p></p><p>If it doesn't happen in the genre of fiction we're simulating, it is *not* physically possible in the world of D&D. That just isn't how magical plant monsters work, regardless of the physiology of actual trees (which is handled just fine: *every* skilled hit with an axe being critical sounds about right - the tree can't move out of the way).</p><p></p><p>Very, very simple.</p><p></p><p>As for how a person is supposed to describe killing something with no vital organs, go with the genre: the players have to hack it to pieces. Eventually, whatever spirit animated it just won't have enough connected matter to work with anymore, and must go back to wherever it came from.</p><p></p><p>BTW: I'm not saying a person should only game in this particular set of fantasy conventions. If there's a world where zombies are dropped by being decapitated, or there's a corps of brave TreeBane Rangers or something, by all means, redesign the crit system. I'm simply explaining why things work the way they do by default.</p></blockquote><p></p>
[QUOTE="Mordax, post: 1307623, member: 4430"] Hello, just been reading this fairly crazy thread, thought I'd answer the original question about why things are immune to crits or not: D&D is about approximating cinematic reality, not real-life reality. It is *specifically* not for use as a way to simulate our physical world. I would think this would be obvious to all present: in real life, I can't zap people with lightning bolts from my fingertips. An ordinary guy, no matter how skilled, can't fight off a whole army in an open field. :) All of the creatures listed as being immune to crits are immune for thematic reasons. To preserve genre. For example: when have any of you, (I'm looking at you in particular, [b]jessiemook[/b]), read a book where the brave hero used his knowledge of woodcutting and botany to fell a magical animated plant monster with a single mighty swing to its proposed trunk-related super weak spot? I'm willing to bet never. My count is certainly zero. Every time I've seen magical animated plant monsters, the answer was to chop them into tiny pieces, or maybe burn them. (Read, no exploitable vital areas.) If it doesn't happen in the genre of fiction we're simulating, it is *not* physically possible in the world of D&D. That just isn't how magical plant monsters work, regardless of the physiology of actual trees (which is handled just fine: *every* skilled hit with an axe being critical sounds about right - the tree can't move out of the way). Very, very simple. As for how a person is supposed to describe killing something with no vital organs, go with the genre: the players have to hack it to pieces. Eventually, whatever spirit animated it just won't have enough connected matter to work with anymore, and must go back to wherever it came from. BTW: I'm not saying a person should only game in this particular set of fantasy conventions. If there's a world where zombies are dropped by being decapitated, or there's a corps of brave TreeBane Rangers or something, by all means, redesign the crit system. I'm simply explaining why things work the way they do by default. [/QUOTE]
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