Since D&D Next is unfinished, I was pondering about how high level play might look in this new edition. Then a certain aspect of the game came to mind: immunities.
Perhaps monsters with multiple immunities could be attributed to higher level play. Lower level threats could have resistances (advantage when rolling saving throws) and flat bonuses.
An imp might be resistant to fire and poison and a grig might take half damage from weapons not made of cold iron. A pit fiend cold be immune to fire, poison, cold, and acid. A fey prince might take zero weapon damage unless the weapon it cold iron.
This would raise the importance of the damage types, school, and effects of weapons, spells, and items. Characters would seek to diversify their effects or taking specialties that bypass immunities. An experienced party might spend time seeking out various ways to get pass the immunities they now worry about. It also can work as a might balance push as characters might tie up resources to have weapons, items, and spells in the side as back up plans.
Of course it is not all good like any idea. This might encourage the return of golf bag fighters and postman wizards that carry around tons of back up weapons and scrolls. So like this while others don't.
It also can result in many no win situations. A randomly generated or quickly placed monster might be nearly impossible to kill or harm as the group lacks the appropriate tool. This might force characters to run or die/submit. Again some like it and others don't.
Then there is the all or nothing factor. Some see immunities as limiting in flavor as shut down the ability to have certain stories without having exceptions. Others say it forces the DM to pay close attention to the players' action to avoid no win situations when either the players or DMs prefer there not to be.
So what do you think? Should multiple immunities be an aspect of higher level play?
Perhaps monsters with multiple immunities could be attributed to higher level play. Lower level threats could have resistances (advantage when rolling saving throws) and flat bonuses.
An imp might be resistant to fire and poison and a grig might take half damage from weapons not made of cold iron. A pit fiend cold be immune to fire, poison, cold, and acid. A fey prince might take zero weapon damage unless the weapon it cold iron.
This would raise the importance of the damage types, school, and effects of weapons, spells, and items. Characters would seek to diversify their effects or taking specialties that bypass immunities. An experienced party might spend time seeking out various ways to get pass the immunities they now worry about. It also can work as a might balance push as characters might tie up resources to have weapons, items, and spells in the side as back up plans.
Of course it is not all good like any idea. This might encourage the return of golf bag fighters and postman wizards that carry around tons of back up weapons and scrolls. So like this while others don't.
It also can result in many no win situations. A randomly generated or quickly placed monster might be nearly impossible to kill or harm as the group lacks the appropriate tool. This might force characters to run or die/submit. Again some like it and others don't.
Then there is the all or nothing factor. Some see immunities as limiting in flavor as shut down the ability to have certain stories without having exceptions. Others say it forces the DM to pay close attention to the players' action to avoid no win situations when either the players or DMs prefer there not to be.
So what do you think? Should multiple immunities be an aspect of higher level play?