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<blockquote data-quote="Ryltar" data-source="post: 2087470" data-attributes="member: 19393"><p>No need to resort to energy substitution. Off the top of my head, what you might do is design a feat which lets you turn [elemental, i.e. cold] damage into [piercing / slashing /bludgeoning], as per the type of spell. "Missiles" might become razor-sharp icicles instead. Other spells might break loose blocks of ice to crush your opponents, who then will not care if those blocks of ice are cold as heck or not <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />. Of course, you'd have to be careful with a feat like this, but I don't think I'd have a problem with allowing something similar in a game which revolves around one elemental theme or climate only.</p><p></p><p></p><p></p><p>See, this seems to be where we disagree. I think that anything that uses a sloppy or un"realistic" ingame explanation just to fix some rules problem is "bad game design", because if they wanted to, they'd have come up with a) a better explanation that fits into the context of the setting or b) a better rule.</p><p></p><p></p><p></p><p>I think that almost all creatures that are native to these planes are equipped with enough abilities that are not dependant on an enemy's resistance to get by. No need for energy substitution there, but it's not too far off to assume that at least the more intelligent spell users might make use of it. Elementals are just "energy given form and purpose", though. They'll start beating you up and not worry if you are actually cold resistant or not <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="Ryltar, post: 2087470, member: 19393"] No need to resort to energy substitution. Off the top of my head, what you might do is design a feat which lets you turn [elemental, i.e. cold] damage into [piercing / slashing /bludgeoning], as per the type of spell. "Missiles" might become razor-sharp icicles instead. Other spells might break loose blocks of ice to crush your opponents, who then will not care if those blocks of ice are cold as heck or not :]. Of course, you'd have to be careful with a feat like this, but I don't think I'd have a problem with allowing something similar in a game which revolves around one elemental theme or climate only. See, this seems to be where we disagree. I think that anything that uses a sloppy or un"realistic" ingame explanation just to fix some rules problem is "bad game design", because if they wanted to, they'd have come up with a) a better explanation that fits into the context of the setting or b) a better rule. I think that almost all creatures that are native to these planes are equipped with enough abilities that are not dependant on an enemy's resistance to get by. No need for energy substitution there, but it's not too far off to assume that at least the more intelligent spell users might make use of it. Elementals are just "energy given form and purpose", though. They'll start beating you up and not worry if you are actually cold resistant or not ;). [/QUOTE]
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