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General Tabletop Discussion
*Pathfinder & Starfinder
Immunities, Resistances, and High level play.
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<blockquote data-quote="KidSnide" data-source="post: 5977841" data-attributes="member: 54710"><p>Well, this is really about the question of whether characters should be directed towards single types of damage. If your character concept is a total poison master and immunity to poison is a major part of the game, then the game has to decide whether they are going to live with that "flaw" as a major part of the character concept or whether the game is going to rescue the character. Certainly, 3.x rogues became a lot less useful in campaigns dominated by the undead (or constructs/oozes, I suppose). Sorcerers that focus on a particular energy type are in a similar situation.</p><p></p><p>Personally, I think the right thing to do is to give those characters a way of working around their specialization, so they are less effective, but not totally ineffective. For example, a good rogue feat/ability would be one that traded a die or two of damage for the ability to apply sneak attack to otherwise immune to damage. Or, the assassin example should have a way to trade a couple points of damage for an attack that deals poison and acid damage.</p><p></p><p>The alternative (a part of 4e and D&DN) is to focus more on resistances than immunities. I think it would be a good idea for the rogue's sneak attack to do "precision" damage, and then seed the world with creatures that are resistant or vulnerable to that kind of damage. (Maybe a vampire is generally resistant to precision damage, but vulnerable to precision damage with an otherwise non-magical and less effective stake?)</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5977841, member: 54710"] Well, this is really about the question of whether characters should be directed towards single types of damage. If your character concept is a total poison master and immunity to poison is a major part of the game, then the game has to decide whether they are going to live with that "flaw" as a major part of the character concept or whether the game is going to rescue the character. Certainly, 3.x rogues became a lot less useful in campaigns dominated by the undead (or constructs/oozes, I suppose). Sorcerers that focus on a particular energy type are in a similar situation. Personally, I think the right thing to do is to give those characters a way of working around their specialization, so they are less effective, but not totally ineffective. For example, a good rogue feat/ability would be one that traded a die or two of damage for the ability to apply sneak attack to otherwise immune to damage. Or, the assassin example should have a way to trade a couple points of damage for an attack that deals poison and acid damage. The alternative (a part of 4e and D&DN) is to focus more on resistances than immunities. I think it would be a good idea for the rogue's sneak attack to do "precision" damage, and then seed the world with creatures that are resistant or vulnerable to that kind of damage. (Maybe a vampire is generally resistant to precision damage, but vulnerable to precision damage with an otherwise non-magical and less effective stake?) -KS [/QUOTE]
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