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3.5E Nehaschimic Dragons
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<blockquote data-quote="paradox42" data-source="post: 5059601" data-attributes="member: 29746"><p>It's a bit off the topic of 3.5E Nehaschimic Dragons, and I know next to nothing about 4E after the first trio of core books (PHB1 and its mates), but I'll bite.</p><p></p><p>I've mentioned in several other threads the fact that my game features seven "Advanced Energy" types that are considered equivalent (in "level cost") to Force Damage; in fact Force is one of the seven types. Here, I will list all seven types with explanations of what they are and do. Perhaps it will be useful to your 4E endeavors somehow.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Force:</strong> Listing this one first, out of alphabetical order, just because this is the one everybody knows already. Its special effect is that it hits Ethereal and Incorporeal targets just as easily as regular ones.</li> <li data-xf-list-type="ul"><strong>Disruption:</strong> This is defined as "the type of damage the <em>Disintegration</em> spell does." The fact that it works a lot like the phasers on Star Trek, when set to kill, helps sell this concept as an energy type. This energy invariably appears a sickly green color, and if a target is reduced to 0 hit points (or less) by it, then grab a dustpan- there won't be a body.</li> <li data-xf-list-type="ul"><strong>Electromagnetic:</strong> This is in my game largely because I bring in lots of sci-fi tropes to mix with the fantasy- think post-apocalyptic Dragonstar with much higher tech before the crash. Robots are a subtype of Construct in my game, and characters can acquire items of ancient technology that still work if you can find ways to power them. I mention these two things because they are what EM damage interacts with. Its first special effect is that non-Construct creatures are assumed to be immune to it unless otherwise specified; Constructs not specifically made using technological components are likewise usually immune. EM damage that hits immune critters deals half damage to them, and the damage is nonlethal. It can hit robots just fine, though- which is convenient if you're a spellcaster whose Fighter friends just can't seem to stop charging into those crowds of old metal machines. The second EM special effect, arguably more useful in many games, is that it can provide tech devices with power- all such devices are assumed to use standardized Power Cells and carry "Charge Units" which work essentially like psionic power points do in some psionic items. EM "damage" applied to such an item just recharges it with a number of CUs equal to the "damage" dealt, instead of actually harming it.</li> <li data-xf-list-type="ul"><strong>Gelid:</strong> This energy type is defined in the most basic sense as "Cold <strong>so</strong> cold that even Ice Elementals fear it." A more precise definition is, cold so intense that it actually creates new states of matter such as liquid helium, metallic hydrogen, superfluids, Bose-Einstein condensates, and so on. In other words, really really close to Absolute Zero (and yes, there is a 9th-level attack spell called <em>Absolute Zero</em> which is related to this damage type). Its special effect is that creatures which are Immune to Cold still take half damage from this- or one-quarter on a successful save against, say, a <em>Gelidball</em>- and also that any target reduced to 0 hit points is flash-frozen and effectively dead (though this state is also similar to petrification). Cold Resistance is utterly useless against Gelid damage, no matter how large it is. Gelid damage also counts as Frostburn damage, if you're using that book.</li> <li data-xf-list-type="ul"><strong>Particle:</strong> This is defined as "damage dealt by antimatter or other exotic particles." It works by converting part of its target to energy, which tends to have detrimental effects if the converted portion happens to include, say, the target's spleen. Its special effect is that if a target takes more Particle damage in a single round than twice its CON score, it is treated as being exposed to dangerous radiation (<strong>note:</strong> this is a different game effect than the Radiation <em>energy type,</em> which I explain below. Yes, this occasionally gets confusing, but consider how many different ways the D&D game uses the word "level" before complaining). Under typical IH rules, given the existence of the <em>Kiloton</em> spell, I'd suggest just treating this as ability damage hitting the physical scores; my own Radiation rules incorporated "crazy mutation effects" lovingly borrowed from Gamma World and are too complex to explain here.</li> <li data-xf-list-type="ul"><strong>Plasma:</strong> Gelid's opposite number, this is the energy type defined as "Fire so hot that even Fire Elementals fear it." This isn't volcano-hot, it's center-of-the-sun hot. Accretion-disk-of-a-black-hole hot. Hot enough to go far beyond violet and make X-Rays and Gamma Rays. Plasma damage deals half damage to creatures with Immunity to Fire (or one quarter on a successful save, where appropriate), but bypasses Fire Resistance like it isn't even there. There is no listed special effect for reducing a target to 0 hit points with Plasma, but given typical nuke effects, one could safely add in vaporization I suppose if one wanted to extend the rules a teensy bit.</li> <li data-xf-list-type="ul"><strong>Radiation:</strong> This is the damage a laser does, and/or high-energy photons like X-Rays and Gammas. Immunity to Electricity will let a creature take half damage from Radiation, or one quarter on a successful save yadda yadda, but Electricity Resistance is useless. It isn't part of the standard rules for Radiation damage to ding a target with the "exposure to dangerous radiation" status ailment like Particle damage does, but most items and spells that deal Radiation damage also include the possibility of inflicting that status ailment too. I decided to do that because it's quite possible for lasers, even while vaporizing tissues, to leave other tissues right next door to them completely untouched- which means, no radiation sickness from a laser hit.</li> </ul><p>So, there they are- the seven Advanced Energy types. Use 'em (or not) at your discretion.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5059601, member: 29746"] It's a bit off the topic of 3.5E Nehaschimic Dragons, and I know next to nothing about 4E after the first trio of core books (PHB1 and its mates), but I'll bite. I've mentioned in several other threads the fact that my game features seven "Advanced Energy" types that are considered equivalent (in "level cost") to Force Damage; in fact Force is one of the seven types. Here, I will list all seven types with explanations of what they are and do. Perhaps it will be useful to your 4E endeavors somehow. [LIST] [*][B]Force:[/B] Listing this one first, out of alphabetical order, just because this is the one everybody knows already. Its special effect is that it hits Ethereal and Incorporeal targets just as easily as regular ones. [*][B]Disruption:[/B] This is defined as "the type of damage the [I]Disintegration[/I] spell does." The fact that it works a lot like the phasers on Star Trek, when set to kill, helps sell this concept as an energy type. This energy invariably appears a sickly green color, and if a target is reduced to 0 hit points (or less) by it, then grab a dustpan- there won't be a body. [*][B]Electromagnetic:[/B] This is in my game largely because I bring in lots of sci-fi tropes to mix with the fantasy- think post-apocalyptic Dragonstar with much higher tech before the crash. Robots are a subtype of Construct in my game, and characters can acquire items of ancient technology that still work if you can find ways to power them. I mention these two things because they are what EM damage interacts with. Its first special effect is that non-Construct creatures are assumed to be immune to it unless otherwise specified; Constructs not specifically made using technological components are likewise usually immune. EM damage that hits immune critters deals half damage to them, and the damage is nonlethal. It can hit robots just fine, though- which is convenient if you're a spellcaster whose Fighter friends just can't seem to stop charging into those crowds of old metal machines. The second EM special effect, arguably more useful in many games, is that it can provide tech devices with power- all such devices are assumed to use standardized Power Cells and carry "Charge Units" which work essentially like psionic power points do in some psionic items. EM "damage" applied to such an item just recharges it with a number of CUs equal to the "damage" dealt, instead of actually harming it. [*][B]Gelid:[/B] This energy type is defined in the most basic sense as "Cold [B]so[/B] cold that even Ice Elementals fear it." A more precise definition is, cold so intense that it actually creates new states of matter such as liquid helium, metallic hydrogen, superfluids, Bose-Einstein condensates, and so on. In other words, really really close to Absolute Zero (and yes, there is a 9th-level attack spell called [I]Absolute Zero[/I] which is related to this damage type). Its special effect is that creatures which are Immune to Cold still take half damage from this- or one-quarter on a successful save against, say, a [I]Gelidball[/I]- and also that any target reduced to 0 hit points is flash-frozen and effectively dead (though this state is also similar to petrification). Cold Resistance is utterly useless against Gelid damage, no matter how large it is. Gelid damage also counts as Frostburn damage, if you're using that book. [*][B]Particle:[/B] This is defined as "damage dealt by antimatter or other exotic particles." It works by converting part of its target to energy, which tends to have detrimental effects if the converted portion happens to include, say, the target's spleen. Its special effect is that if a target takes more Particle damage in a single round than twice its CON score, it is treated as being exposed to dangerous radiation ([B]note:[/B] this is a different game effect than the Radiation [I]energy type,[/I] which I explain below. Yes, this occasionally gets confusing, but consider how many different ways the D&D game uses the word "level" before complaining). Under typical IH rules, given the existence of the [I]Kiloton[/I] spell, I'd suggest just treating this as ability damage hitting the physical scores; my own Radiation rules incorporated "crazy mutation effects" lovingly borrowed from Gamma World and are too complex to explain here. [*][B]Plasma:[/B] Gelid's opposite number, this is the energy type defined as "Fire so hot that even Fire Elementals fear it." This isn't volcano-hot, it's center-of-the-sun hot. Accretion-disk-of-a-black-hole hot. Hot enough to go far beyond violet and make X-Rays and Gamma Rays. Plasma damage deals half damage to creatures with Immunity to Fire (or one quarter on a successful save, where appropriate), but bypasses Fire Resistance like it isn't even there. There is no listed special effect for reducing a target to 0 hit points with Plasma, but given typical nuke effects, one could safely add in vaporization I suppose if one wanted to extend the rules a teensy bit. [*][B]Radiation:[/B] This is the damage a laser does, and/or high-energy photons like X-Rays and Gammas. Immunity to Electricity will let a creature take half damage from Radiation, or one quarter on a successful save yadda yadda, but Electricity Resistance is useless. It isn't part of the standard rules for Radiation damage to ding a target with the "exposure to dangerous radiation" status ailment like Particle damage does, but most items and spells that deal Radiation damage also include the possibility of inflicting that status ailment too. I decided to do that because it's quite possible for lasers, even while vaporizing tissues, to leave other tissues right next door to them completely untouched- which means, no radiation sickness from a laser hit. [/LIST] So, there they are- the seven Advanced Energy types. Use 'em (or not) at your discretion. [/QUOTE]
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