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Mearls talks about how he hates resistances

mearls said:
You could also even look at translating resistances into a defense bonus. I like that avenue better because you can still use combat advantage or other accuracy boosts to negate that disadvantage. Even in that case, I'd still reserve such traits for elemental creatures.

The problem with this approach though is the Reflex defense. I can understand why a black dragon isn't bothered by most acids, but especially potent chemicals can still eat away its scales. But I have a much harder time accepting that it's better at dodging an acid arrow spell than a different dragon might be.
 

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The problem with this approach though is the Reflex defense. I can understand why a black dragon isn't bothered by most acids, but especially potent chemicals can still eat away its scales. But I have a much harder time accepting that it's better at dodging an acid arrow spell than a different dragon might be.

It's not dodging it. The resistance works like armor. His resilience "deflect" the effects of acid. The acid might hit him, it might smolder a little, but nothing bad happens, because he is pretty resistant to it.
Just like a blow with a sword hits the character, but the armor deflects the attack, lessening its damage to a negligible amount.
 

The problem with this approach though is the Reflex defense. I can understand why a black dragon isn't bothered by most acids, but especially potent chemicals can still eat away its scales. But I have a much harder time accepting that it's better at dodging an acid arrow spell than a different dragon might be.

I see it as much as Mustrum_Ridcully explained it.

For instance, in the game I ran today I used an ogre zombie. Even when an attack missed, I described it as a hit that the zombie simply ignore. Or, the attack sheared off a chunk of dead flesh but didn't seem to do any actual harm.

I'd see a defense boost as working similarly. The margin between its normal and boosted defenses represents those attacks that strike it, but fail to have an effect.
 

The problem with this approach though is the Reflex defense. I can understand why a black dragon isn't bothered by most acids, but especially potent chemicals can still eat away its scales. But I have a much harder time accepting that it's better at dodging an acid arrow spell than a different dragon might be.
Does plate armor make you better at dodging sword blows?

If anything, such a change would bring elemental damage mechanics more in line with how the rest of the game works.

EDIT: I think this is a good idea for modelling vulnerability, too. Instead of causing more damage, an attack that the target is vulnerable too has an easier time of affecting it.
 
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I see it as much as Mustrum_Ridcully explained it.

For instance, in the game I ran today I used an ogre zombie. Even when an attack missed, I described it as a hit that the zombie simply ignore. Or, the attack sheared off a chunk of dead flesh but didn't seem to do any actual harm.

I'd see a defense boost as working similarly. The margin between its normal and boosted defenses represents those attacks that strike it, but fail to have an effect.
...so under that system, one could basically relabel all different energy/element damage types just to "elemental damage", but leave the keywords.

Then the entire system of interactions could trigger off the keywords - defence adjustments, feats, other powers... I rather like that - but then I always felt that keywords were underused. :D

Cheers, LT.
 

It's not dodging it. The resistance works like armor. His resilience "deflect" the effects of acid. The acid might hit him, it might smolder a little, but nothing bad happens, because he is pretty resistant to it.
Just like a blow with a sword hits the character, but the armor deflects the attack, lessening its damage to a negligible amount.

It's taken me a bit to wrap my head around this... but I like it. I like it VERY much.

See, one of the fundamental problems with 1E - 3.5E for me has been the enormous amount of on-the-fly math and calculations we have to do. 4E has cut away a lot of that. But making elemental (or even other energy-sourced) spellcasters get a bonus/penalty to hit, with the fluff description describing a more penetrating blow (or ineffectual in the case of a miss), looks elegant. Much easier to handle than adding flat damage modifiers, keeping track of how many hit points of resistance are left in the spell, or keeping track of yet another special ability versus special ability that modifies the most variable effect in the game - is it resistant to this 5 points of fire damage from the sword, the 5 points of electrical damage, both, or does it take the full 17 points? - because of multiple resistances.

Great. Now I want to back-port the idea into previous editions and test it out. :erm:

(Edited for clarity)
 

Ugh, I really dislike his suggestions on replacing resistance. You go from caster X being screwed over to caster X screwing over the whole party, sounds like it would make the situation even worse than before.

Yeah. His argument doesn't make any sense to me. He makes two critiques of resistances:

(1) Resistances create disparity in value between energy types because you don't want to use an energy are resistant against.

(2) Resistances create thematic issues because wizards in the frozen north (who should thematically be using ice magic) are better served with ice magic.

But his "solutions" don't actually solve either those problems.

Damage negation abilities? You're still creating disparities in value between energy types. And you're still encouraging the use of fire magic against cold creatures.

Sympathetic energy damage triggers new abilities? You're still creating disparities in value between energy types. And you're still encouraging the use of fire magic against cold creatures.

They both seem like interesting mechanics and I can see lots of potential uses for them. But since neither of them fix the "problems" that Mearls is allegedly trying to fix, I have to wonder what the heck he's thinking.

I can sort of see the point about wanting to play an ice-mage in an ice-campaign, but such a specific campaign should come up with its own rules on energy types anyway.

The only reason playing an ice mage in a cold setting is if such environmental conditions encourage the use of sympathetic magic types. (And you could certainly create an interesting system on that.)

Otherwise, it doesn't actually make much sense for a wizard in the Frozen North to specialize in ice magic -- for much the same reason that it doesn't make much sense to turn your air conditioner on in the middle of winter.
 
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I would not add to Defense values much at all. It's a useful alternative (e.g.: it'd be nice to see that, too, once in a while), but I don't think it's a universal solution.

Because an attack that misses is a psychologically harder blow than an attack that hits but is reduced.

That is, it's a lot less fun to roll a 14 and miss than it is to roll a 14, hit, and only do 1/2 damage. There's already a problem in 4e with slogging battles with big monsters where the party keeps missing with Dailies and Encounters. This exacerbates that problem.

That said, in moderation, it's a fantastic alternative -- something that maybe some of those poison-immune undead could pick up and run with. :)

Oh, and for the record:
mearls said:
I think that simply getting rid of damage types might be a viable answer.

This train of thought struck me in the blog, too, as an especially narm-worthy kind of idea, and an example of the kind of fundamental disconnect in playstyle between me and most of 4e.

Grok this noise: damage types, resistances, and immunities are valuable.

Honest, they are.

They're valuable from a strategic standpoint (Ah! This foe will require a different fighting style than blowing it up with fire!).

They're valuable from a storytelling standpoint (Ah! This beast swims through lava, but if you were to fall into lava, you would die (no save)!).

They're valuable from an emulation standpoint (Quick guess how many myths and fantasy tropes revolve around a creature who is invincible to most things? Answer: most of them).

They're valuable from a purely logical standpoint (I blast the creature made of fire with more fire, is he burned?).

The troubles that you deal with in having them should be dealt with, but that doesn't mean throwing out the baby with the bathwater (ye gods, I wish I could have had this conversation 3-5 years ago with EVERYONE who wound up working on 4e).

Damage types are fun. Do they cause problems? Sure. But if people were looking for a problem-less existence, no one would own a dog. When you have a problem with your dog, you don't shoot the dog. You work around it, you use tools to mitigate it, and you still love that dog.

There is really a very fine line between killing a sacred cow and shooting a beloved dog.

There are things you can do to make those wacky players who absolutely MUST have ice mages fighting white dragons on a daily basis happy. This thread is FILLED with 'em, more than one of them very good ideas (and many of them useful in a sort of multi-pronged approach to the problem).

One of the not-so-good ideas is cutting off the nose to spite the face, throwing the baby out with the bathwater, shooting the dog for having fleas, using the 'nuclear option' and eradicating all types of damage, and 1,001 other euphamisms for basically eradicating damage types in order to help out niche spellcasters who are better served by other options.

mearls said:
IME, it's easy to add more complexity to a game design, especially when you have a time constraint. Adding stuff feels productive, and you generally add mechanics to other mechanics that already seem to work. You're building on solid ground. The problems are clear, and your new mechanics are going to solve them.

Simplifying is tougher because it forces you to make changes that are risky. It's hard to simplify an existing system while keeping its foundation. You usually have to junk that foundation and build something new, even if that something is largely based on the old foundation's intent.

Yet, once you have that new foundation, you might find that you can never really understand what you saw in the original in the first place.

Simplification and complexity both have their roles to play in game design. 4e combat is INSANELY complex compared to anything that isn't a wargame or a videogame. The amount of accessories alone that you need to make it work means that "casual" is right out the door with it. In fact, D&D overall is a HORRIBLY complex game, filled with maps and charts and subroutines and exclusive accessories, not to mention the time demands for six people to sit in a room for four hours when they undoubtedly have other demands on their time.

But, arguably, that's kind of a positive thing. Part of the value of a game of D&D is just being able to pull it off, especially if you're lucky enough to get to do it on a semi-regular basis. Specifically with combat, complexity is usually a positive thing: more options, more stuff to do, more interesting interactions, more ways for the rules to tell you how awesome you are for playing.

The ideal is this: complexity where you want it, simplicity for everything else.

In D&D, you get into the fact that because each game is so personal, everyone wants different complexities and simplicities. I could stand with more noncombat complexity (PS: not skill challenges, y'know?) and more combat simplicity (PS: take it off the grid!), myself, but that's because I tend to run fairly "balanced" games that tow the line between different types of challenges.

Elemental resistances and damage are a place where a little bit of complexity (but not much) is a good thing. All of those things I mentioned above are better with a bit of complexity in this avenue of the game.

Simplicity by itself is pointless. Flipping a coin isn't a satisfying afternoon. Simplicity is also often unwanted: simplify something someone loved, and you've shot the dog. Simplify something they're interested in, and they won't be interested in using your simple rules for it. Simplicity is "Cliff's Notes" instead of Henry VIII. Simplicity is The DiVinci Code instead of The Dubliners. Simplicity is The D&D Movie to the Lord of the Rings novels. Simplicity is "Loops of Fruit!" in a bag instead of "Fruit Loops" in a box. Simplicity is Limp Bizkit instead of Black Flag. Simplicity is Twinkle Twinkle Little Star instead of The Illiad.

Simplicity, in otherwords, is overrated.

What you want (or what I want, at least), ideally, is to design something with scaling complexity so that you can ignore it if you want, but if you pay a lot of attention to it, it manages to grow complex with it. Something maybe like Harry Potter, or the Lord of the Rings movies, that starts off easy, but can get pretty deep. Something in the middle ground. Something that has a bit for the casual player, something that has a bunch for the hardcore trufan.

What you don't want (what I don't want) is simplicity itself enshrined like it is a good goal in and of itself.

Simplicity isn't a goal. It's a way to get something out of the way of you reaching your goal. It's a tool, and like every tool, it has things that it is well-suited for, and things that it sucks at.

What it sucks at is making anything interesting. ;)
 


I like Mearls. He's a great guy.

Some of his ideas are pretty good, too. For unique monsters, though, and not as a general revamping of elemental resistances.

The actual problem is that this thread is striving to find a mechanical solution to a flavor problem.

Ice mages don't learn fire magic in the arctic because there is no fire magic. Who would teach a young mage? From what resources does a "point of light" at the top of a snow-shrouded mountain find the secrets of fire magic? Magic takes years of study, and many young mages probably give up summoning a simple flame cantrip when it is blown out immediately every single time.

Ice mages are successful in the arctic not because of damage they do to enemies, but in their ability to manipulate the cold (this was mentioned by several posters, already). They can summon that wall of ice to protect their allies, they can obscure terrain with fog, they can hurl icicles that happen to deal physical damage instead of just "cold." Not even the ice mages would attempt to actually "freeze" that ice monster.

I do like the "get rid of elemental keywords" idea, and make elemental damage all fluff. But elemental resistances/vulnerabilities, both as flavor and a mechanic, are just fine.
 
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