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<blockquote data-quote="Alzrius" data-source="post: 2591595" data-attributes="member: 8461"><p>I disagree. I think the Plane of Fire should be considered at least as hot as the sun. The City of Brass just has fire immunity. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>I disagree with this also. The idea of going on an epic quest to retrieve a legendary item (or spell, or power, or find a proper location) is much older than D&D. The One Ring had immunity to damage, not just a large amount of hardness, otherwise tossing it into any volcano (or otherwise inflicting any large amount of damage) would have done the job, and the book would have been much shorter. Laying down the basis or an adventure isn't railroading.</p><p></p><p>Much worse, IMHO, is that by reducing immunities to resistances, you encourage players to powergame to try and get massive amounts of damage. They start thinking in terms of [feat X + (spell Y * magic item Z)] = 700 points of fire damage, 200 of which will beat the creature's resistance!</p><p></p><p></p><p>Player's won't seek to gain resistances any less than they will immunities if you remove immunities totally. All that does is take away a large degree of power from higher-level PCs and NPCs. Things are much less epic when even a sentient sun can be burned.</p><p></p><p></p><p></p><p>Closing off a section tends to mean that that's a boundary, which is what an immunity is. I'm not sure what you mean by "opening another" and I certainly don't see how retaining immunities alienates what came before.</p><p></p><p></p><p></p><p>But fools rush in where angels fear to tread.</p><p></p><p></p><p></p><p>Supposition, there's nothing to support that...the same way there's nothing to support that this is even a problem at all. I don't see how this makes a game break down...some options to DMs will be closed, and to players also, but nowhere near anything bad enough to ruin the game...all the moreso since I think, to a limited degree, immunities should have circumstances where they can be overcome.</p><p></p><p></p><p></p><p>In all honesty, I don't see the problem with fire giants living on the sun. I can see all sorts of fire creatures living there. They had that in <em>Spelljammer</em>, and it seemed fine then, as now. CRGreathouse made a good point about the Big Bang though.</p><p></p><p></p><p></p><p>Hey, if you want MegaFlames, you're welcome to them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>Yes. To put it otherwise, use common sense regarding immunities and immunity-breakers. Even a novice DM should be able to stop it before it gets to the level of nonsense that SKR is saying will destroy a game.</p><p></p><p></p><p></p><p>Everything to me is not black and white, and you have no basis for ascribing that to me. Don't try and portray yourself as having the more "colorful" option just because I disagree with you.</p><p></p><p></p><p></p><p>SKR's big problem wasn't even immunities, IMHO. It was that there are effects that grant something, counter-effects that negate it, counter-counter-effects that negate the negation, etc.</p><p></p><p>If you have Manyshot, but an enemy has a magic item that negates your Manyshot against him, but you have a spell that negates that magic item's power, but he has a class ability that negates that spell (ad naseum), the answer is not to change the whole ranged combat system.</p><p></p><p></p><p>As CRGreathouse said, this is my point.</p><p></p><p></p><p></p><p>Again, please don't tell me what my motives are. I'm not the one fearing that existing immunities will break an epic/immortal game.</p><p></p><p></p><p></p><p>I don't think he had any real point at all...just that he didn't like the way people would find a way to overcome an absolute. Removing absolutes for them to overcome is not the answer, IMHO.</p><p></p><p></p><p></p><p>The point being that they died off quickly because they didn't adapt...hence why they're freakish creatures. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Alzrius, post: 2591595, member: 8461"] I disagree. I think the Plane of Fire should be considered at least as hot as the sun. The City of Brass just has fire immunity. ;) I disagree with this also. The idea of going on an epic quest to retrieve a legendary item (or spell, or power, or find a proper location) is much older than D&D. The One Ring had immunity to damage, not just a large amount of hardness, otherwise tossing it into any volcano (or otherwise inflicting any large amount of damage) would have done the job, and the book would have been much shorter. Laying down the basis or an adventure isn't railroading. Much worse, IMHO, is that by reducing immunities to resistances, you encourage players to powergame to try and get massive amounts of damage. They start thinking in terms of [feat X + (spell Y * magic item Z)] = 700 points of fire damage, 200 of which will beat the creature's resistance! Player's won't seek to gain resistances any less than they will immunities if you remove immunities totally. All that does is take away a large degree of power from higher-level PCs and NPCs. Things are much less epic when even a sentient sun can be burned. Closing off a section tends to mean that that's a boundary, which is what an immunity is. I'm not sure what you mean by "opening another" and I certainly don't see how retaining immunities alienates what came before. But fools rush in where angels fear to tread. Supposition, there's nothing to support that...the same way there's nothing to support that this is even a problem at all. I don't see how this makes a game break down...some options to DMs will be closed, and to players also, but nowhere near anything bad enough to ruin the game...all the moreso since I think, to a limited degree, immunities should have circumstances where they can be overcome. In all honesty, I don't see the problem with fire giants living on the sun. I can see all sorts of fire creatures living there. They had that in [i]Spelljammer[/I], and it seemed fine then, as now. CRGreathouse made a good point about the Big Bang though. Hey, if you want MegaFlames, you're welcome to them. ;) Yes. To put it otherwise, use common sense regarding immunities and immunity-breakers. Even a novice DM should be able to stop it before it gets to the level of nonsense that SKR is saying will destroy a game. Everything to me is not black and white, and you have no basis for ascribing that to me. Don't try and portray yourself as having the more "colorful" option just because I disagree with you. SKR's big problem wasn't even immunities, IMHO. It was that there are effects that grant something, counter-effects that negate it, counter-counter-effects that negate the negation, etc. If you have Manyshot, but an enemy has a magic item that negates your Manyshot against him, but you have a spell that negates that magic item's power, but he has a class ability that negates that spell (ad naseum), the answer is not to change the whole ranged combat system. As CRGreathouse said, this is my point. Again, please don't tell me what my motives are. I'm not the one fearing that existing immunities will break an epic/immortal game. I don't think he had any real point at all...just that he didn't like the way people would find a way to overcome an absolute. Removing absolutes for them to overcome is not the answer, IMHO. The point being that they died off quickly because they didn't adapt...hence why they're freakish creatures. :D [/QUOTE]
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