Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mapping elements to combat effects
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Badwe" data-source="post: 4516530" data-attributes="member: 61762"><p>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.</p><p></p><p>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.</p><p></p><p>++Fire++</p><p>-ongoing damage, more than most</p><p>-melted armor -> penalties to AC</p><p>-attacks reflex/AC more than fort or will</p><p>-smoke causes blindness/obscures squares.</p><p></p><p>++Ice++</p><p>-slow or immobolized</p><p>-increased vulnerability to future cold attacks</p><p>-attacks fort or ref more than AC, least of all will.</p><p>-icy squares are difficult terrain, or sliding rules</p><p></p><p>++Thunder++</p><p>-pushing/sliding or knocking prone</p><p>-dazed or stunned, from loud attacks</p><p>-burst or blast attacks resulting from regular attacks</p><p>-strong winds cause penalties to ranged attacks</p><p>-attacks AC/fort more than ref or will</p><p></p><p>++Necrotic++</p><p>-ongoing damage, more than most</p><p>-power draining: weakened, stunned, penalties to AC or hit</p><p>-attacks will and fort, maybe AC, likely not ref</p><p>-darkness squares ala shadar-kai</p><p>-focus on lurkers and skirmishers</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4516530, member: 61762"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mapping elements to combat effects
Top