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<blockquote data-quote="Celebrim" data-source="post: 7489167" data-attributes="member: 4937"><p>So, my general answer is, "Yes, the effective challenge of many fire aligned beings goes down by 25-50% if you can effectively resist fire.", and if you are to venture on the plane of fire at all, it makes sense to me that you'd need some sort of resistance to fire damage.</p><p></p><p>But I don't see how this is a problem, because the resources of DMs are infinite and the resources of PCs are finite. For example, if the normal problems of facing an Efreet don't apply, well these aren't ordinary Efreets, but elite Efreet palace guards with two levels of fighter and efreeti sized +1 keen falchions. That closes the gap on damage production. Where closing it in that fashion doesn't make sense (and its going to make sense fairly often considering the blacksmithing skill of many of these beings and the fact you are among their upper nobility and royalty), then you can simply increase the numbers to make up the gap - more salamanders than usual, for example.</p><p></p><p></p><p></p><p>I've never spent any time adventuring on the Plane of Fire. It's the sort of thing I'd only do if the party had hit 15th level and the participants still wanted to continue with the same characters. </p><p></p><p>But theory crafting a bit, the main thing that makes adventuring on other planes interesting is that they obey their own laws. They are alien places where things don't work exactly like they do elsewhere. So if this really bothers you, make fire magic work differently on the plane of fire. Casters get big bonuses to their effective caster level (say +4 or +6) when casting fire spells, and further fire doesn't work on the plane like it works elsewhere. Sure it burns, but fire on the elemental plane of fire is a tangible substance that things are made out of. So it's perfectly reasonable that a Wall of Fire on the plane of fire doesn't just burn, but is semi-solid and has to be hacked or forced through. Fireballs don't just burn, but shove things that fail their saving throw away from the center of their blossom. In this fashion, fire becomes less about damaging things and more about battlefield control. </p><p></p><p>I'm sure many writers have written on the plane of fire and have interesting takes on how it works there. Mine them for ideas.</p><p></p><p>And further, the threat of different spell powers changes when you are in a hostile environment. Potentially the nastiest thing that can happen to you in a fight with a Noble Salamander is that 'dispel magic' power, turning off your resistance from fire. Shutting down a ring of fire resistance for 1d4 rounds when on a plane where you might be taking continual damage each round without it is significant. Intelligent types on the plane of fire will be well prepared for interlopers and will arrange to attack these weaknesses.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7489167, member: 4937"] So, my general answer is, "Yes, the effective challenge of many fire aligned beings goes down by 25-50% if you can effectively resist fire.", and if you are to venture on the plane of fire at all, it makes sense to me that you'd need some sort of resistance to fire damage. But I don't see how this is a problem, because the resources of DMs are infinite and the resources of PCs are finite. For example, if the normal problems of facing an Efreet don't apply, well these aren't ordinary Efreets, but elite Efreet palace guards with two levels of fighter and efreeti sized +1 keen falchions. That closes the gap on damage production. Where closing it in that fashion doesn't make sense (and its going to make sense fairly often considering the blacksmithing skill of many of these beings and the fact you are among their upper nobility and royalty), then you can simply increase the numbers to make up the gap - more salamanders than usual, for example. I've never spent any time adventuring on the Plane of Fire. It's the sort of thing I'd only do if the party had hit 15th level and the participants still wanted to continue with the same characters. But theory crafting a bit, the main thing that makes adventuring on other planes interesting is that they obey their own laws. They are alien places where things don't work exactly like they do elsewhere. So if this really bothers you, make fire magic work differently on the plane of fire. Casters get big bonuses to their effective caster level (say +4 or +6) when casting fire spells, and further fire doesn't work on the plane like it works elsewhere. Sure it burns, but fire on the elemental plane of fire is a tangible substance that things are made out of. So it's perfectly reasonable that a Wall of Fire on the plane of fire doesn't just burn, but is semi-solid and has to be hacked or forced through. Fireballs don't just burn, but shove things that fail their saving throw away from the center of their blossom. In this fashion, fire becomes less about damaging things and more about battlefield control. I'm sure many writers have written on the plane of fire and have interesting takes on how it works there. Mine them for ideas. And further, the threat of different spell powers changes when you are in a hostile environment. Potentially the nastiest thing that can happen to you in a fight with a Noble Salamander is that 'dispel magic' power, turning off your resistance from fire. Shutting down a ring of fire resistance for 1d4 rounds when on a plane where you might be taking continual damage each round without it is significant. Intelligent types on the plane of fire will be well prepared for interlopers and will arrange to attack these weaknesses. [/QUOTE]
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