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<blockquote data-quote="Arlough" data-source="post: 5580468" data-attributes="member: 79335"><p>I haven't seen it often, but I have seen it. Mostly, I want to have a codified ruling down, so my players can make informed decisions rather than having to guess on the outcome of events. So really, this is just a preemptive permanent ruling.</p><p></p><p></p><p></p><p>1) Psychic/mental - I have not encountered the same issue with psychic/mental as I have with poison, but the way the keyword entry reads is very similar. So I made that break under the assumption that it is out there somewhere and I just have not yet come across it. I figured that so long as I was doing the work of sorting them, I may as well try to address all the issues at once. Perhaps this is not necessary.</p><p></p><p>2) There are two parts to my argument here, the <em>mechanics and function</em> side, and the <em>cinematic feel</em> side.</p><p><strong>Mechanics and Function</strong></p><p style="margin-left: 20px">Shortly after the release of 4th, they changed the rules for resistance to favor the attacker. I think this was, in large part, to avoid the golf-bag-of-weapons issue we had in 3.x from repeating itself. But immunity, unlike resistance, was never updated for this new paradigm. Immunity only requires you be immune to one keyword to be immune to the whole attack. So if something is immune to cold damage, and I hit it with an attack that has the keywords <strong>Acid, Cold, Fire, Lightning, Radiant</strong> it will still take no damage because of the Cold immunity. But if the immunity is changed to a very large resistance, then that amazing level 20 daily attack still works because it has all those extra keywords dealing damage as well. I really think this was an oversight, and that if you have a multi-element attack (very rare) you should be able to still use it.</p><p></p><p><strong>Cinematic Feel</strong></p><p style="margin-left: 20px">I am not a big fan of hard caps on things. I want my player to, if they have the resources, burn away the life force of Efreet Fireblade, they can. It would just be so difficult that if they were it would be for story reasons. So I would give that Efreet Fireblade a resist to fire of twice its level, so <strong>Resist</strong> 44 fire, any they would have to out fire the fire elemental to kill it. (Which would be awesomely cinematic if they managed to do so.)</p><p></p><p>Do you think these reasons are, well, reasonable?</p></blockquote><p></p>
[QUOTE="Arlough, post: 5580468, member: 79335"] I haven't seen it often, but I have seen it. Mostly, I want to have a codified ruling down, so my players can make informed decisions rather than having to guess on the outcome of events. So really, this is just a preemptive permanent ruling. 1) Psychic/mental - I have not encountered the same issue with psychic/mental as I have with poison, but the way the keyword entry reads is very similar. So I made that break under the assumption that it is out there somewhere and I just have not yet come across it. I figured that so long as I was doing the work of sorting them, I may as well try to address all the issues at once. Perhaps this is not necessary. 2) There are two parts to my argument here, the [I]mechanics and function[/I] side, and the [I]cinematic feel[/I] side. [B]Mechanics and Function[/B] [INDENT]Shortly after the release of 4th, they changed the rules for resistance to favor the attacker. I think this was, in large part, to avoid the golf-bag-of-weapons issue we had in 3.x from repeating itself. But immunity, unlike resistance, was never updated for this new paradigm. Immunity only requires you be immune to one keyword to be immune to the whole attack. So if something is immune to cold damage, and I hit it with an attack that has the keywords [B]Acid, Cold, Fire, Lightning, Radiant[/B] it will still take no damage because of the Cold immunity. But if the immunity is changed to a very large resistance, then that amazing level 20 daily attack still works because it has all those extra keywords dealing damage as well. I really think this was an oversight, and that if you have a multi-element attack (very rare) you should be able to still use it.[/INDENT] [b]Cinematic Feel[/b] [INDENT]I am not a big fan of hard caps on things. I want my player to, if they have the resources, burn away the life force of Efreet Fireblade, they can. It would just be so difficult that if they were it would be for story reasons. So I would give that Efreet Fireblade a resist to fire of twice its level, so [b]Resist[/b] 44 fire, any they would have to out fire the fire elemental to kill it. (Which would be awesomely cinematic if they managed to do so.)[/INDENT] Do you think these reasons are, well, reasonable? [/QUOTE]
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