MjKorz
Educated
- Joined
- Jul 11, 2022
- Messages
- 530
They aren't, DnD is just a rollercoaster of abstraction with no intent to simulate anything, a system that relies purely on internal gameplay logic and lacks common sense when exposed to real life comparisons. For example, let's take the simplest case of armor. Armor in DnD grants you an AC bonus, yet doesn't grant any inherent DR. In fact, a naked Barbarian has more DR than a fully armored Fighter wearing full plate and wielding a tower shield. Another example is strength determining the accuracy of non-finesseable melee attacks: a fighter using a shortsword without weapon finesse has to rely on raw strength for accuracy. Third example would be dexterity not influencing the speed of actions when it represents hand-eye coordination. A fourth example would be the ability to interrupt spells by inflicting damage, but not other actions such as attacking with melee weapons or performing complex weapon manipulations such as reloading a crossbow. There is no way to "easily understand" this retardation, the internal logic of the system is completely decoupled from real life comparisons and serves only to create a functional system, not a realistic or even "understandable" one.D&D's abstractions are all intended to represent something real and/or easily understandable.
This is false and it's easily provable. First of all, armor in PoE provides different DR values against different attacks, depending on the armor. This is intuitive and understandable.PoE's systems are far more abstract.
Accuracy for all attacks and spells in PoE is determined by perception. This is intuitive and understandable even in the case of spellcasting.
Action speed in PoE is determined by dexterity. This is intuitive and understandable.
Most abilities, spells, attacks, reload and other actions can be interrupted with attacks that have a sufficiently high interrupt value which is based both on weapon and perception. Intuitive and understandable.
So where does your claim stem from? From the sole fact that spell and physical damage in PoE is defined by a single attribute - might? The internal logic of the system defines this in an understandable way: might is not mere physical strength, it is a combination of both physical and spiritual strength and the in-game attribute checks reflect this well: might is used both for physical actions as well as for intimidating others - inflicting fear. Compare the example of might to that of AC - a sum of both the ability to dodge attacks and the armor's ability to not get penetrated.
A proper examination reveals that PoE systems are far less abstract than those of D&D.
Except hold spell doesn't "hold a person", it inflicts mental paralysis which is why the spell doesn't work on undead.In D&D, a hold person spell holds a person.
So just like Fetid Caress that inflicts paralysis on a target and "prevents it from moving"?And it has a massive impact on the fight as it prevents an enemy from moving.
Except the Wizard alone has 4 spells that inflict paralysis: Fetid Caress, Arkemyr's Capricious Hex, Ninagauth's Shadoflame, Tayn's Chaotic Orb. And there are other non-wizard effects that inflict paralysis.But Sawyer thinks not being able to move at all is too harsh a consequence for being hit by a spell.
No, it doesn't. Arduous Delay of Motion is the DnD equivalent of Slow.So his hold person just... slows a person.
Just like PoE spells have devastating and immediate disabling effects: blindness, paralysis, petrification, domination, confusion, prone, stun, unconsciousness.A lot of D&D spells have immediate battlefield-changing effects.
Except it doesn't neglect anything as was demonstrated above.It's a system that's extremely obsessed with numbers, to the point of neglecting actual effects.
TL;DR: your entire post is just self-masturbatory drivel that is outright wrong when it comes to gameplay facts.