Feedback on Imps
Posted: Tue Dec 17, 2019 12:02 pm
I'd like to propose returning them to the Major award tier.
Not for mechanical reasons (they're actually kind of garbage) or "tier" reasons (some would argue that a few of our autoraces should be rarer by comparison, and thus imps must be more common), but for viability purposes.
Imps are not free agents. They are by their very nature locked into one font of lore, one alignment, one mode of existing. The value that PC Imps add to the game world overall is negligible-to-detrimental, in my opinion. They lack agency - they exist within a hierarchy that we as players can only hint at and extrapolate from. You're playing a cog in a machine without knowing what the machine does, that is to say, by not being a DM and deciding What Hell Is Doing With You, Specifically. The difficulty of portraying imps in a compelling, setting appropriate, and thematic manner leads me to believe they should be gated back to Major awards (or even just removed).
you may remember that i advocated quite strongly in their defense when they were first added, because everyone's gripe at the time was "it's dumb that imps can summon pit fiends/be level 30!", and i found that a weak excuse and was very looking forward to playing an imp. i did for a time. i eventually submitted a refund request. you can justify them summoning pit fiends or being strong precisely as easily as you can justify a level 30 goblin thriving (not just surviving) in andunor*.
For these reasons making them as readily accessible as a greater award doesn't seem great. I also kind of think ogres should go back to Greater, but I imagine they'll be rotated out with Minotaurs in x months, so that's not as important.
thank you for coming to my ted talk
*i have thoughts on that regardless but we're a decade after urblexis grond, i guess goblins can stay
EDIT: replacing imps with falxugons would actually make far more sense from a thematic perspective. They possess what the Imp does not:
Agency to perform its own schemes in lore (and be on the Prime all the time), while still being low enough rank that the machinations of Hell are not theirs to command, and,
Humanoid form to facilitate more wide-ranging roleplay (just give them a red tail to hide).
the main issue of playing an outsider, especially ones like devils that are very much hinged on the faust mythos, is that we as players can't do anything unique to tempt characters. D&D pacts are often for things like XP, gold, magic items, services of other fiends, magical powers. We can't do that. An imp doesn't get to do that and also is stuck in this limbo of a lack of agency and yet total free will as a PC. Maybe we should just not have outsiders as a playable race.
Not for mechanical reasons (they're actually kind of garbage) or "tier" reasons (some would argue that a few of our autoraces should be rarer by comparison, and thus imps must be more common), but for viability purposes.
Imps are not free agents. They are by their very nature locked into one font of lore, one alignment, one mode of existing. The value that PC Imps add to the game world overall is negligible-to-detrimental, in my opinion. They lack agency - they exist within a hierarchy that we as players can only hint at and extrapolate from. You're playing a cog in a machine without knowing what the machine does, that is to say, by not being a DM and deciding What Hell Is Doing With You, Specifically. The difficulty of portraying imps in a compelling, setting appropriate, and thematic manner leads me to believe they should be gated back to Major awards (or even just removed).
you may remember that i advocated quite strongly in their defense when they were first added, because everyone's gripe at the time was "it's dumb that imps can summon pit fiends/be level 30!", and i found that a weak excuse and was very looking forward to playing an imp. i did for a time. i eventually submitted a refund request. you can justify them summoning pit fiends or being strong precisely as easily as you can justify a level 30 goblin thriving (not just surviving) in andunor*.
For these reasons making them as readily accessible as a greater award doesn't seem great. I also kind of think ogres should go back to Greater, but I imagine they'll be rotated out with Minotaurs in x months, so that's not as important.
thank you for coming to my ted talk
*i have thoughts on that regardless but we're a decade after urblexis grond, i guess goblins can stay
EDIT: replacing imps with falxugons would actually make far more sense from a thematic perspective. They possess what the Imp does not:
Agency to perform its own schemes in lore (and be on the Prime all the time), while still being low enough rank that the machinations of Hell are not theirs to command, and,
Humanoid form to facilitate more wide-ranging roleplay (just give them a red tail to hide).
the main issue of playing an outsider, especially ones like devils that are very much hinged on the faust mythos, is that we as players can't do anything unique to tempt characters. D&D pacts are often for things like XP, gold, magic items, services of other fiends, magical powers. We can't do that. An imp doesn't get to do that and also is stuck in this limbo of a lack of agency and yet total free will as a PC. Maybe we should just not have outsiders as a playable race.