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Mearls talks about how he hates resistances

I have to say, lay of the hate, mon, it'll eat up your soul.

Now to point, I think there are a couple of mistakes in the argument. For one, an ice mage would (or should, in my opinion) have resistance to cold damage. That would be very useful, and thematic, in an ice campaign. Second, the focus on doing damage, and resisting damage, seems to be rather narrow. As pointed out earlier in the thread, adding secondary effects will avoid a bit of the problem, and will spice up encounters in the bargain. Also, the idea that an ice mage would be able to strip away the power of another ice creature is a nice idea. To me that translates into an spell (or power, if you will), that does damage in proportion to the target's resistance. Having this be an opposed action sounds interesting, and if you can strip away the elemental power of someone else, perhaps they can do the same to you. Or, you could have a blow-out type of effect, where you amplify and burn-out (or blow out) the target's power.

Anyways, peace, mon, and game on.

TomB
 

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#3 is a trade-off of resistances for vulnerabilities and transformative effects turning damage into "other stuff." If the boss monster is immune to fire damage, fire damage might still do SOMETHING to them (blind them, give them a penalty, reduce their SPD, SOMETHING!).
Interesting idea!

I was thinking about this topic the other day as I was flipping through the 4e MM and saw that efreets are totally immune to fire, which suprised me. Fire elementals (to the extent that such a thing exists in 4e) aren't even immune to fire, but efreets are. I considered that they're epic level, so maybe the immunity is warranted. And there are a couple of epic tier options that let one reduce a target's fire resistance... but it doesn't seem like they would interact with total immunity. Infinity - 20 is still infinity. It seems like the epic fire mage would simply be screwed against such monsters.
 

How about if a specialist elementalist gains the ability to override resistance to his or her specialty?

So your ice themed wizard eventually gains a class feature (or takes a feat) which allows her to ignore resistance to cold.

It makes sense for monsters as well--two red dragons should be able to fight and actually hurt each other with their breath weapons, shouldn't they?
 

How about if a specialist elementalist gains the ability to override resistance to his or her specialty?

So your ice themed wizard eventually gains a class feature (or takes a feat) which allows her to ignore resistance to cold.

It makes sense for monsters as well--two red dragons should be able to fight and actually hurt each other with their breath weapons, shouldn't they?

Of course if you go too far down this road, you go from powers being useless to resistances being useless.
 

I really like a lot of what Mearls comes up with....

But, whenever he has a major epiphany or brainstorm, I almost always cringe. In this case, I don't know that I buy the "boring" bit (yes, it's inferred, not explicitly stated), but I have some sympathy to the other issues. I don't think he had the right answer, though.

Let's look at the "world" as a whole. There are arctic areas, there are desert areas, there are temperate areas, and so forth. If the campaign focuses on the temperate areas (which has generally been the default assumption), having the non-native critters (say, a viking frost giant) with the normal resistances/vulnerabilities works fine. It reflects some fluff in an easy-to-use mechanic and makes the alien seem alien. The problem really only comes if you use resistances all the time (like, say, most of the epic foes).

Now, let's change the focus to an arctic campaign. How do we want this to play? Well, the frost giant is still going to be resistant to cold, but cold effects are going to be easier to come by and easier to make more potent -- a frost brand forged at the North Pole sounds like it should be cooler than one forged in Italy, IMO. So, how do we make that work? I'd say start with the assumption that even basic cold effects are five points stronger. The easiest mechanic for this is to just lower all cold resistances by five points. Leave the spells, weapons, etc. alone, and just tweak the resistance. If you want to keep fire from being the obvious "hit their weakness" attack, make the assumption that fire effects are harder to manifest in the setting and reduce vulnerabilities by five points. If you want something even more extreme, reduce by ten or more. In a desert, flip these.

"So," you ask, "what if the arctic characters move to a temperate or desert zone?" Well, here's where I think we can actually get even more flavor from the deal. Introduce a feat or background bit called "Frostborn" or some such. A frostborn character manifests their personal powers (i.e. spells) with the "cold" keyword to inflict an additional 5 damage, but they also manifest "fire" spells inflicting 5 less damage, even if that brings it to zero. The above modifications for an arctic campaign are really just a shortcut to the same math.

Sure a player might be able to abuse this and only take "cold" spells, but that's really just emphasizing the theme, and it really screws him if the GM starts sending immune creatures (which should be rather rare) against him.

I'd also advocate some playtesting to get it right. It's possible that the Frostborn should include "resist cold 5" or "vulnerable fire 5" or both as part of the feat/trait. It's also possible that, rather than actually doing more/less raw damage, the character should just be able to bypass 5 points of resistance or increase existing vulnerability by five. Either way, I think it's important to include both the bonus and the penalty together for the Frostborn, Crucibleborn, etc. both for game balance and for flavor.
 


I was thinking about this topic the other day as I was flipping through the 4e MM and saw that efreets are totally immune to fire, which suprised me. Fire elementals (to the extent that such a thing exists in 4e) aren't even immune to fire, but efreets are. I considered that they're epic level, so maybe the immunity is warranted. And there are a couple of epic tier options that let one reduce a target's fire resistance... but it doesn't seem like they would interact with total immunity. Infinity - 20 is still infinity. It seems like the epic fire mage would simply be screwed against such monsters.

Yeah, the FFZ alternative might approach this from a few different angles, depending on what the goals for the monster were.

A (use if the monster is rare in the adventure): It's OK for this one monster to be totally immune to fire. Give him an element he takes double damage from, and it's basically a strategy. Because no character will have only attacks that ONLY deal fire damage, even "fire specialists" can do something. It's OK if they can't directly damage the critter, because this is going to be one combat out of several -- most of the time, they can still use their fire damage.

B (use if the monster occurs fairly frequently): Instead of taking fire damage, the "fire damage" the character would have done becomes something else...in FFZ, maybe it becomes MP damage, so while the critter isn't hurt at all, he can't use his powerful mega-attack as long as the "fire mage" keeps up the suppressive fire. Other alternatives might be better, but the fire can still do something.

C (use if the monster is a boss): The monster has a "form" that is immune to fire damage, but a specific strategy will get him to drop this defense. For instance, maybe the monster can use "Flame Shroud" as a defense. He's immune to fire damage, and any physical attack gets countered with a burst of fire. BUT, if the PC's manage to push him out of the pool of lava he sits in, he'll loose that "flame shroud," and you can pummel him with fire attacks (and normal attacks).

You might use "A" if the Efreet Trooper monsters are part of an army of genies at your enemy's command (so fire immunity won't play a huge part in the campaign, just in a few battles). You might use "B" if the Brass Guard Efreet are defending the City of Brass. You might use "C" if the Efreet Pasha boss at the end of the Pyramid of Shadows has become unbound.

You could use all three at once for an extended stay on the Plane of Fire, and even "Desert McFire Genasi the Pyromaniac" would be able to do stuff to as many enemies as "Gravebound Necromancer Vampire Guy"

Oni said:
Of course if you go too far down this road, you go from powers being useless to resistances being useless.

I'd do it by maybe 5-10 points maximum, if you spend a bunch of feats, and then also allowing you to "still" deal 5-10 points of damage against immune creatures, by 30th level, and require that you can only lower one type of resistance at a time. Generally speaking, spending character resources on things that are subject to DM whimsy (like elder editions' Ranger's Favored Enemy) is sketchy, but if your DM is expressly telling you "Hey, iceman, you're in the iceland, there's going to be a lot of things that don't have a problem with ice in their face" by having an extended campaign in a place filled with names like "Winterhaven" and "Coldrock" and "Glacier Peaks" it might be smart, if you STILL want to be an iceman, to take those feats (and maybe not just take everything that deals cold damage).

I mean, realistically, this kind of focus is no different then, say, a PC taking abilities that are ONLY vs. AC, or abilities and ONLY use the axe. Introduce something that has a high AC or something that eats axes, and said character is boned. Personally, I don't think a degree of "forced diversity" is necessarily bad.

To call back the Naruto example, there are basically a lot of "elemental mages," but elemental attacks aren't their only schtick. There's a guy who spits fireballs, and he can do it in a few different ways, but said dude also has Super Ninja Eyes that can read an enemy's moves so he can perfectly anticipate them, and also has a Mutant Tattoo that lets him hulk out into a demon, and also has basic ninja skills like sneaking around and throwing shuriken and jumping through the trees for some reason and minor illusion and evasion tricks, and explosive ninja scrolls....

"Fire" is an important part of his theme, but if he had to beat up a guy made out of fire, it's not like he'd be helpless.

Ice mages work OK in a land of ice, you just have to let them do more than just deal cold damage. Think about what else ice is -- clear, reflective, hard, jagged -- think about things related to ice -- water, snow, biting wind, glaciers -- and generally don't limit yourself to "ice = cold damage."

"So," you ask, "what if the arctic characters move to a temperate or desert zone?" Well, here's where I think we can actually get even more flavor from the deal. Introduce a feat or background bit called "Frostborn" or some such. A frostborn character manifests their personal powers (i.e. spells) with the "cold" keyword to inflict an additional 5 damage, but they also manifest "fire" spells inflicting 5 less damage, even if that brings it to zero. The above modifications for an arctic campaign are really just a shortcut to the same math.

I really like this idea, too.
 
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This appeals to me. What if it was half elemental damage and half magical damage? That way even a resistant creature is subjetc to some damage regardless of resistances.

Or, the other possibility is to keep your suggestion (elemental keyword) in its entirety, but attach a secondary effect to the 'preferred element' regardless of resistances so that it isn't just fluff... eg fire does residual damage, cold slows etc. That way an ice wizard may not do as much damage against creatures in his home turf, but he can still have some effect.
I was pretty sure that my idea might be a bit too simple, but I wrote it as I thought of it. Besides, I figured someone here would fix it if it really needed it. And I think you just did. ;)
 

Bleargh. I disagree with Mearls on this almost completely...

The designers chose to write a system where you can know Magic Missile, Thunderwave, Burning Hands, Phantasmal Assailant, Ray of Frost, Acid Arrow, and Prismatic Spray, even though all of them are different types. Bit late to complain about the fact that "thematic magic" is discouraged (even though the feats can still help you there). If you wanted a system where a wide selection of spells of the same element were encouraged, you could have written one, no?
Thank you for writing my post for me, Skallgrim. +1 XP!
 


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