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Mearls talks about how he hates resistances
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4681343" data-attributes="member: 710"><p>I think the problem of resistance and the elemental energy keywords is that it's all about damage, but not about what it would also imply.</p><p></p><p>If you cast a fire spell, it's not just you creating some flames. You are taking control over the element of fire, and manipulate it to your bidding.</p><p></p><p>So a Fire Elemental is immune to fire? Great for it. But the Elemental is also entirely composed of the element _you_ control. </p><p></p><p>So if you cast your Ice Spell on a Frost Giant, you don't deal much damage because you "cool" it. You deal damage because you take chunks of its the material it is composed of and have them do whatever you want. </p><p>In this simple variant, this just means there is less or no resistance to the damage.</p><p></p><p>But you could go a different route. Instead of dealing damage with your Fireball spell to a Fire Elemental, you instead manipulate it - maybe you slide it to anypoint within the burst, or you daze it, or even further, you dominate it entirely for a round!</p><p></p><p>In 4E, I would probably try to implement this with</p><p>1) A few powers that have such mentions explicitely. </p><p>2) Feats that modiify elemental spells in such a way. </p><p>3) Paragon Paths that add such special abilities. </p><p></p><p>Feat Example:</p><p>Elemenetal Power Enhancement Feats: </p><p>You can apply only one of these feats benefit to any power.</p><p></p><p>- Master of Flames: [Elemental Power Enhancement]</p><p>Prerequisites: Cha13+</p><p>If you deal fire damage to a creature that is resistant or immune to fire damage, you gain an effect dependent on the amount of damage resisted or ignored. (Unless noted otherwise, the effects are cumulative).</p><p>5: Slide target 1 square (Burst only) or push it 3 squares.</p><p>10: Target is weakened until the end of its next turn.</p><p>15: Target is dazed and weakened instead of weakened.</p><p>20: Target is stunned instead of dazed and weakened.</p><p>30: Target is dominated instead of stunned.</p><p></p><p>- Master of Ice [Elemental Power Enhancement</p><p>Prerequisite: Con13+</p><p>If you deal cold damage to a creature that is resistant or immune to cold damage, you gain an effect dependent on the amount of damage resisted or ignored. (Unless noted otherwise, the effects are cumulative.)</p><p>5: The target is slowed and cannot shift until the end of its next turn.</p><p>10: The target is immobilized until the end of its next turn.</p><p>15: The target is dazed and immobilized instead of immobilized.</p><p>20: Target is stunned instead of dazed and immobilized.</p><p>30: Target is dominated instead of stunned. </p><p></p><p>(Maybe it would be a good idea to split this feats up in Heroic/Paragon/Epic variants? Maybe "Master of Flame", "Paragon of Ice" "Control over Thunder"?)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4681343, member: 710"] I think the problem of resistance and the elemental energy keywords is that it's all about damage, but not about what it would also imply. If you cast a fire spell, it's not just you creating some flames. You are taking control over the element of fire, and manipulate it to your bidding. So a Fire Elemental is immune to fire? Great for it. But the Elemental is also entirely composed of the element _you_ control. So if you cast your Ice Spell on a Frost Giant, you don't deal much damage because you "cool" it. You deal damage because you take chunks of its the material it is composed of and have them do whatever you want. In this simple variant, this just means there is less or no resistance to the damage. But you could go a different route. Instead of dealing damage with your Fireball spell to a Fire Elemental, you instead manipulate it - maybe you slide it to anypoint within the burst, or you daze it, or even further, you dominate it entirely for a round! In 4E, I would probably try to implement this with 1) A few powers that have such mentions explicitely. 2) Feats that modiify elemental spells in such a way. 3) Paragon Paths that add such special abilities. Feat Example: Elemenetal Power Enhancement Feats: You can apply only one of these feats benefit to any power. - Master of Flames: [Elemental Power Enhancement] Prerequisites: Cha13+ If you deal fire damage to a creature that is resistant or immune to fire damage, you gain an effect dependent on the amount of damage resisted or ignored. (Unless noted otherwise, the effects are cumulative). 5: Slide target 1 square (Burst only) or push it 3 squares. 10: Target is weakened until the end of its next turn. 15: Target is dazed and weakened instead of weakened. 20: Target is stunned instead of dazed and weakened. 30: Target is dominated instead of stunned. - Master of Ice [Elemental Power Enhancement Prerequisite: Con13+ If you deal cold damage to a creature that is resistant or immune to cold damage, you gain an effect dependent on the amount of damage resisted or ignored. (Unless noted otherwise, the effects are cumulative.) 5: The target is slowed and cannot shift until the end of its next turn. 10: The target is immobilized until the end of its next turn. 15: The target is dazed and immobilized instead of immobilized. 20: Target is stunned instead of dazed and immobilized. 30: Target is dominated instead of stunned. (Maybe it would be a good idea to split this feats up in Heroic/Paragon/Epic variants? Maybe "Master of Flame", "Paragon of Ice" "Control over Thunder"?) [/QUOTE]
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