Sorry that I’ve been away for a while. Real life has been a little hectic.I have a whole bunch of stuff “in production” and hopefully these musings will tide you over.
Vulnerabilities, Resistances and Immunities
The more I play with these, the less I like them. They just bog down play and they encourage a bad metagame for players trying to create thematic characters. The fire mage is the worst example. I just recently ran a plot arc where it was fire, fire and more fire. Putting aside the fact that resist potions would have taken the risk out of most of those encounters, imagine if one of the characters had been a fire mage.
GM: That guy is resistant to fire.
Player: I ignore resistance to fire.
GM: Fair enough, that guy, however, is immune to fire.
Player: I treat immune to fire as resist 25 fire and, as you know…
I suppose that this is a natural arms race. With every layer of potential cockblock, there is a layer of “neener, neener, I’m still cool!” What’s worse, I don’t think you can do anything about it, other than rewriting the Immunity -> Resistance feats so that the resistance they provide cannot be reduced or ignored.
Smackin’ People Around
I’ve been keeping track of the party’s hit rate during the Thursday game. We average about 60%, which bothers me a little. It’s a 4-character party (Battlemind, Paladin, ranged Warlord and Sorcerer), so we get fewer flanks than we might otherwise, and now that I look at it, we don’t do enough damage. Hrm. Going to have to do something about that.
Out With the Old, In With the… Old?
In case you missed it, Monte Cook has taken over the developer’s blog from Mike Mearls. He made his first post today and wow, just wow. While I agree with him that people should be interacting with the environment, his concept of skill ranks is poop. How do I know this? Because it has been tried before. All that happened is that the players made sure that one character had the maximum rank in the skill. “Hey, Mr. Searcher Guy, look over this room.” Ugh.