D&D General Air, Earth, and Water Damage

I think because you can decide to be nonlethal when reducing a foe to 0 hp.
Yeah, it's much simpler, you don't need to track different types of damage, only the last attack has to be a melee attack and you can knock them out. Theoretically you can knock someone unconscious with shocking grasp or chill touch (some kind of elemental vulcan nerve pinch?)
 

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Pathfinder’s solution is in some ways easier: there isn’t “water damage,” but damaging effects can have the Water trait/tag, which interacts with some features. So you can have a cold effect with the water tag if you’re getting hit with ice water, or bludgeoning (earth) damage, etc.

Tags are cool because they add potential complexity but are easy to ignore when irrelevant. But they don’t really answer OP’s question directly - they just give a way around it.
 

HOT TAKE TANGENT ALERT:

Psychic damage should be split into Fear damage and Charm damage.

If Frightened and Charmed are different. Psychic is too encompassing.
Would you possibly care to elaborate for us on how you think psychic damage functions and why that means it should be split? What current psychic damage spells do you think should deal psychic(charm) damage? Because from what i can think of it’d all fall in the (fear) category

My perception of psychic damage has always been kind of a supernatural headache crossed with a traumatic ‘go mad from the revelation’ reaction to experiencing senses minds don’t usually have.
 

Would you possibly care to elaborate for us on how you think psychic damage functions and why that means it should be split? What current psychic damage spells do you think should deal psychic(charm) damage? Because from what i can think of it’d all fall in the (fear) category

My perception of psychic damage has always been kind of a supernatural headache crossed with a traumatic ‘go mad from the revelation’ reaction to experiencing senses minds don’t usually have.
Power Word Kill charms you to die.

Weird scares you to death.

I could see fey immune vs the first but have not special protection vs the second


Enchantments should deal Charm damage
Illusions should deal Fear damage.
 

I think moreso than the damage type, elemental attacks should carry riders to express how they are different from each other:

Air: Thunder damage, push/pull rider; obscures vision
Fire: Fire damage, aflame rider; heat aura
Earth: magical Bludgeoning, restrain rider; creates obstacles
Water: Cold, drenched rider; possible drowning

DRENCHED
You are dripping wet and slippery
  • The target has disadvantage against saves vs. Lightning damage
  • If the target moves more than half their speed or dashes, they must make a Dexterity save (using the original DC) or fall prone
  • If you suffer a critical hit or fumble, you drop any held items
  • The target has advantage to escape a grapple
 


I think moreso than the damage type, elemental attacks should carry riders to express how they are different from each other:

Air: Thunder damage, push/pull rider; obscures vision
Fire: Fire damage, aflame rider; heat aura
Earth: magical Bludgeoning, restrain rider; creates obstacles
Water: Cold, drenched rider; possible drowning

DRENCHED
You are dripping wet and slippery
  • The target has disadvantage against saves vs. Lightning damage
  • If the target moves more than half their speed or dashes, they must make a Dexterity save (using the original DC) or fall prone
  • If you suffer a critical hit or fumble, you drop any held items
  • The target has advantage to escape a grapple
Has anyone tried porting BG3's elemental effects to tabletop?
 

I've used stuff like Final Fantasy's resists before. Basically took most "unusual" monsters and gave them an elemental alignment (resistance) and the opposite vulnerability.

Worked great for a game in that style.
 

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