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<blockquote data-quote="Aegeri" data-source="post: 5314483" data-attributes="member: 78116"><p>This is the argument I made myself effectively and this is precisely the best way of doing it. I do this in my games and it works infinitely better than "No, your power doesn't work. Sucks to be you for wasting space on your character sheet." It also makes life more interesting for everyone involved. Something I describe as influenced by necrotic energy may be resistant, but it could just as well augment its attacks, recharge powers or do anything else. Technically it is "resistant" to radiant energy, despite taking the full damage but the damage dealt boosts/influences the creature in a negative way to the PCs. Thus the power becomes a choice that influences the combat with distinct pros and negatives.</p><p></p><p>Immunity is boring. There is always a negative and it's usually the worst kind in "lol you wasted your turn, a power AND several minutes of real time. Good for you."</p><p></p><p>Note that immunity is okay in limited amounts as I keep stressing. But when whole groups of creatures and similar are immune - like making a creature group like swarms immune to grab, is just boring design. Especially when there are many many many ways of making interesting powers that will interact with grabs. You grab the swarm, but like the bees that Draco is so fond of <em>the swarm grabs you</em>. So yeah you're "grabbing" the swarm, but only because it takes that as a challenge and pours all over you while you're grabbing it. That makes it an interesting choice, instead of telling the brawler player he might not as well have turned up to that encounter.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5314483, member: 78116"] This is the argument I made myself effectively and this is precisely the best way of doing it. I do this in my games and it works infinitely better than "No, your power doesn't work. Sucks to be you for wasting space on your character sheet." It also makes life more interesting for everyone involved. Something I describe as influenced by necrotic energy may be resistant, but it could just as well augment its attacks, recharge powers or do anything else. Technically it is "resistant" to radiant energy, despite taking the full damage but the damage dealt boosts/influences the creature in a negative way to the PCs. Thus the power becomes a choice that influences the combat with distinct pros and negatives. Immunity is boring. There is always a negative and it's usually the worst kind in "lol you wasted your turn, a power AND several minutes of real time. Good for you." Note that immunity is okay in limited amounts as I keep stressing. But when whole groups of creatures and similar are immune - like making a creature group like swarms immune to grab, is just boring design. Especially when there are many many many ways of making interesting powers that will interact with grabs. You grab the swarm, but like the bees that Draco is so fond of [I]the swarm grabs you[/I]. So yeah you're "grabbing" the swarm, but only because it takes that as a challenge and pours all over you while you're grabbing it. That makes it an interesting choice, instead of telling the brawler player he might not as well have turned up to that encounter. [/QUOTE]
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