I think that's a false assumption. Infinity? Why doesn't that assumption fall under the bag o' rats rule?It's an issue all right. The simple example is a bunch of epic level characters. They can basically have infinity heroic tier resistance potions.
I think that's a false assumption. Infinity? Why doesn't that assumption fall under the bag o' rats rule?
Does everyone here just let the players keep clicking "Add" on the character builder?
Resist 5 isn't enough (at epic) to cause game breakage. It's a solid advantage, sure. Combined with the action cost, I'd say it's fine: it's useful, but not broken. It rewards actually thinking about the enemy, and rewards planning - which can be a useful thing in a DM's toolbox; it's a minor plothook.
But, in general, I don't see the problem with PC's occasionally overwhelming an opponent simply by outsmarting them. Having situational effects matter makes the game world more real to me, and it's a way to bind the more power-gaming players into the plot.
I mean, compare this to 3.5 - there such effects were typically far more extreme, without rendering the game unplayable. Just because a few battles become trivial or impossible doesn't make the game unplayable, particularly in 4e, where retreat is actually a survivable option.
So, if you want to confront the players with a mono-culture of monsters dealing typed damage that they can easily prepare for, then yes, the potions of resistance are powerful. But I don't consider that a problem.
I mean, compare this to 3.5 - there such effects were typically far more extreme, without rendering the game unplayable. Just because a few battles become trivial or impossible doesn't make the game unplayable, particularly in 4e, where retreat is actually a survivable option.
For example, against a Beholder Eye of Flame they prevent 15 damage per turn (ongoing 5 + vulnerable 10 blocked), in addition to the 5 per hit. Against a Lich it blocks 5 per round from aura plus 5 per hit. Against a Pit Fiend potentially 5-15 per round, etc. And poor minions. 5-10 resist destroys energy-based minions entirely. /QUOTE]
It doesn't actually prevent the vulnerable condition, so it would block 20 per turn, 10 from the fire ray, then 10 from the ongoing (which would be 15 due to the vulnerable). It costs a surge tho, which is fair considering the other ways to get resistance...
* In the paragon tier, you can get magic items that have 10 resistance to 1-2 types as properties.
* You can take a heroic item that lets you pick an energy type to gain 5 resistance to for the entire encounter when you spend an action point. * There's a background in Forgotten Realms that gives you minor energy resistance to several different energy types.
There's plenty more ways too, that don't cost healing surges.