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<blockquote data-quote="Borlon" data-source="post: 2588385" data-attributes="member: 27589"><p>Hi UK!</p><p></p><p>I like your replacement of immunities with (progressively higher) resistances. I think that should be standard. What do you think of SKR's idea that (say) a paladin's immunity to fear is replaced with a +10 to saves vs fear? Can this be generalized for immunity to mental effects, etc? Maybe add divine rank to the +10 bonus?</p><p></p><p>I don't care for the temperature chart, though. </p><p></p><p>First of all, I don't think that, when it comes to forms of energy, that DnD physics is the same as real life physics. Almost all forms of energy IRL is reducible to molecular motion or its lack. But AFAIK DnD doesn't even have molecules; its physics is more or less Aristotelian, and there are at least half a dozen distinct and irreducible forms of energy. Mixing up the two kinds of physics will produce a muddle.</p><p></p><p>Second, I think the listed damage for a persistent fireball or lightning bolt is far too high. I recall that in the old manual of the planes, fireballs and the like would persist in Limbo, and would do their base damage each round. Not 2000 times their base damage.</p><p></p><p>Third, I don't like the substitution or association of ability damage with cold damage. If you try to match up DnD physics too closely with real life physics, you'll get a muddle. (See objection number 1). You could make a "critical effects" table for when people roll a 1 or something on their save, or they take cold damage on a critical hit, but please don't do it for regular damage.</p></blockquote><p></p>
[QUOTE="Borlon, post: 2588385, member: 27589"] Hi UK! I like your replacement of immunities with (progressively higher) resistances. I think that should be standard. What do you think of SKR's idea that (say) a paladin's immunity to fear is replaced with a +10 to saves vs fear? Can this be generalized for immunity to mental effects, etc? Maybe add divine rank to the +10 bonus? I don't care for the temperature chart, though. First of all, I don't think that, when it comes to forms of energy, that DnD physics is the same as real life physics. Almost all forms of energy IRL is reducible to molecular motion or its lack. But AFAIK DnD doesn't even have molecules; its physics is more or less Aristotelian, and there are at least half a dozen distinct and irreducible forms of energy. Mixing up the two kinds of physics will produce a muddle. Second, I think the listed damage for a persistent fireball or lightning bolt is far too high. I recall that in the old manual of the planes, fireballs and the like would persist in Limbo, and would do their base damage each round. Not 2000 times their base damage. Third, I don't like the substitution or association of ability damage with cold damage. If you try to match up DnD physics too closely with real life physics, you'll get a muddle. (See objection number 1). You could make a "critical effects" table for when people roll a 1 or something on their save, or they take cold damage on a critical hit, but please don't do it for regular damage. [/QUOTE]
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