Badwe
First Post
I am working on a campaign, and my long term goal is for the players to visit the elemental chaos. In the elemental chaos, I intend for their to be an elaborate temple/fortress/dungeon for every element. Not just classical/captain planet elements like fire/water/earth/wind, but also acid, ice, poison, thunder, lightning or more abstract "elements" like necrotic, psychic, or even metals or stone.
To this end, I will likely be creating many monsters as well as many new attacks. I started to think about what it really means to be fire vs. ice or poison or thunder. It can't merely change by damage type and be done. So I began to wonder what mechanical aspects would certain elements tend towards. Here are some ideas I've conjured so far, curious if anyone has any good ideas. Ordered by likely importance.
++Fire++
-ongoing damage, more than most
-melted armor -> penalties to AC
-attacks reflex/AC more than fort or will
-smoke causes blindness/obscures squares.
++Ice++
-slow or immobolized
-increased vulnerability to future cold attacks
-attacks fort or ref more than AC, least of all will.
-icy squares are difficult terrain, or sliding rules
++Thunder++
-pushing/sliding or knocking prone
-dazed or stunned, from loud attacks
-burst or blast attacks resulting from regular attacks
-strong winds cause penalties to ranged attacks
-attacks AC/fort more than ref or will
++Necrotic++
-ongoing damage, more than most
-power draining: weakened, stunned, penalties to AC or hit
-attacks will and fort, maybe AC, likely not ref
-darkness squares ala shadar-kai
-focus on lurkers and skirmishers
I have more but I don't want to taint what others might add with my own ideas. Also if you don't agree with what I've concluded please say so! the important thing for me is a blend of thematics/mechanics, the players must FEEL like they're in an ice temple or a shadow temple.
Also, any suggestions for races/creatures to use would be good. Fire has plenty of candidates but for temples like Ice or Earth I find myself having to cut a wider swath. For example, the Earth temple will have pyramid moments with mummies, scarabs/bugs, etc.
1st Edit: Thanks Walter, I like your suggestions and had similar ideas for acid. One of the hurdles in my personal brainstorming was differentiating magma-style fire from acid. I think your gaseous idea is a step in the right direction.
To this end, I will likely be creating many monsters as well as many new attacks. I started to think about what it really means to be fire vs. ice or poison or thunder. It can't merely change by damage type and be done. So I began to wonder what mechanical aspects would certain elements tend towards. Here are some ideas I've conjured so far, curious if anyone has any good ideas. Ordered by likely importance.
++Fire++
-ongoing damage, more than most
-melted armor -> penalties to AC
-attacks reflex/AC more than fort or will
-smoke causes blindness/obscures squares.
++Ice++
-slow or immobolized
-increased vulnerability to future cold attacks
-attacks fort or ref more than AC, least of all will.
-icy squares are difficult terrain, or sliding rules
++Thunder++
-pushing/sliding or knocking prone
-dazed or stunned, from loud attacks
-burst or blast attacks resulting from regular attacks
-strong winds cause penalties to ranged attacks
-attacks AC/fort more than ref or will
++Necrotic++
-ongoing damage, more than most
-power draining: weakened, stunned, penalties to AC or hit
-attacks will and fort, maybe AC, likely not ref
-darkness squares ala shadar-kai
-focus on lurkers and skirmishers
I have more but I don't want to taint what others might add with my own ideas. Also if you don't agree with what I've concluded please say so! the important thing for me is a blend of thematics/mechanics, the players must FEEL like they're in an ice temple or a shadow temple.
Also, any suggestions for races/creatures to use would be good. Fire has plenty of candidates but for temples like Ice or Earth I find myself having to cut a wider swath. For example, the Earth temple will have pyramid moments with mummies, scarabs/bugs, etc.
1st Edit: Thanks Walter, I like your suggestions and had similar ideas for acid. One of the hurdles in my personal brainstorming was differentiating magma-style fire from acid. I think your gaseous idea is a step in the right direction.
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