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Another Immortals Handbook thread
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<blockquote data-quote="Upper_Krust" data-source="post: 2603982" data-attributes="member: 326"><p>Hi CRGreathouse mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><ul> <li data-xf-list-type="ul"><br /> <br /> The same could be said for the ability to increase critical multiplier. So I'm not sure I see that as an issue.<br /> <br /> <br /> <br /> Initially I was contemplating this as a fraction, rather than a penalty.<br /> <br /> eg. Solid 1/2, Liquid 1/3, Gaseous 1/4, Incandescent 1/5 etc.<br /> <br /> What do you think? <br /> </li> </ul><p></p><p>This assumes DR is standard, but I think we pretty much have to assume it will be standard, certainly at epic levels.</p><p></p><p>That said, remember we are talking about critical hits here, not base damage. If someone is having trouble penetrating a given DR, then increasing the critical multiplier is only going to help them rather than hinder them. </p><p></p><p></p><p></p><p>I know. Its a puzzle all right. I don't see how it can be balanced if we make it a flat increase across all weapons though.</p><p></p><p>Maybe a +1, +3/2, +2 method would be better, but that seems a bit awkward.</p><p></p><p></p><p></p><p>Any solid object certainly has weak points (as Fieari has touched upon).</p><p></p><p>When I think of a critical hit upon a liquid based monster I think of the grenade hit to the T-1000 in Terminator 2. Although you could also have any blow which manages to seperate, or displace a significant portion of the liquid mass from the main 'whole'.</p><p></p><p>For gas based monsters, again you want an effect that going to disturb as much of it as possible. </p><p></p><p>For incandescent creatures you probably want the blows to smother as much of it as you can.</p><p></p><p>Remember that with something like a fire or water elemental, we are already assuming they can be hurt by weapons, so its not so great a stretch to assume some people know how to hurt them better than others.</p><p></p><p></p><p></p><p>Sticking to the letter of the law, Inevitables are clockwork creatures, which means they are not solid, but rather a mechanism, not doubt with certain cogs and springs more important than others.</p><p></p><p>But I take your point about lacking Constitution. According to my Monster Manual 3, Warforged actually have a Constitution score so this would seem to be the appropriate course of action.</p><p></p><p>Kolyarut: Con 11</p><p>Marut: Con 20</p><p>Zelekhut: Con 14</p><p>Quarut: Con 14</p><p>Varakhut: Con 14</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2603982, member: 326"] Hi CRGreathouse mate! :) [list] The same could be said for the ability to increase critical multiplier. So I'm not sure I see that as an issue. Initially I was contemplating this as a fraction, rather than a penalty. eg. Solid 1/2, Liquid 1/3, Gaseous 1/4, Incandescent 1/5 etc. What do you think? [/list] This assumes DR is standard, but I think we pretty much have to assume it will be standard, certainly at epic levels. That said, remember we are talking about critical hits here, not base damage. If someone is having trouble penetrating a given DR, then increasing the critical multiplier is only going to help them rather than hinder them. I know. Its a puzzle all right. I don't see how it can be balanced if we make it a flat increase across all weapons though. Maybe a +1, +3/2, +2 method would be better, but that seems a bit awkward. Any solid object certainly has weak points (as Fieari has touched upon). When I think of a critical hit upon a liquid based monster I think of the grenade hit to the T-1000 in Terminator 2. Although you could also have any blow which manages to seperate, or displace a significant portion of the liquid mass from the main 'whole'. For gas based monsters, again you want an effect that going to disturb as much of it as possible. For incandescent creatures you probably want the blows to smother as much of it as you can. Remember that with something like a fire or water elemental, we are already assuming they can be hurt by weapons, so its not so great a stretch to assume some people know how to hurt them better than others. Sticking to the letter of the law, Inevitables are clockwork creatures, which means they are not solid, but rather a mechanism, not doubt with certain cogs and springs more important than others. But I take your point about lacking Constitution. According to my Monster Manual 3, Warforged actually have a Constitution score so this would seem to be the appropriate course of action. Kolyarut: Con 11 Marut: Con 20 Zelekhut: Con 14 Quarut: Con 14 Varakhut: Con 14 [/QUOTE]
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