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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Potions of Resistance - bad for the game?
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<blockquote data-quote="Mesh Hong" data-source="post: 4980855" data-attributes="member: 73463"><p>Fair enough.</p><p> </p><p></p><p> </p><p>I think I would probably rule that you could only gain benefit from one potion of resistance between short rests. You could say that the magical energies interfere with each other until the body has fully metabolised them (or some such). This would mean that you would only ever have one resistance tally in any encounter.</p><p> </p><p>This would make the tally simpler than the temporary HP one because it is a value that only goes down and isn't replenished.</p><p> </p><p></p><p> </p><p>Again, fair enough.</p><p> </p><p>Having said that though I do think the idea has some merit. (which is why I suggested it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p><p> </p><p>The major benefits I can see over some of the other suggestions are:-</p><p> </p><p>1: <strong>Simplicity</strong> - Resistance pool that buffers damage (like temporary HPs)</p><p>2: <strong>Encounter</strong> <strong>Balance</strong> - Does not give blanket resistance for the entire encounter which means that even small amounts of damage are not ineffectual, they all help wear down the resistance to the point where the element damage will be effective. This makes minions and minor ongoing damage useful again and does not trivialise them.</p><p> </p><p>The drawbacks I can see:-</p><p> </p><p>1: <strong>Single</strong> <strong>Energy</strong> <strong>Protection</strong> - Does not help with multiple energy damage as they are a different mechanic.</p><p>2: <strong>Different</strong> <strong>Mechanic</strong> - This mechanic is slightly different to other mechanics used for PCs, (Though in my opinion it is certainly easier to track than some suggested systems that incorporate making saving throws or reducing the amount of static resistance every time you take damage).</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4980855, member: 73463"] Fair enough. I think I would probably rule that you could only gain benefit from one potion of resistance between short rests. You could say that the magical energies interfere with each other until the body has fully metabolised them (or some such). This would mean that you would only ever have one resistance tally in any encounter. This would make the tally simpler than the temporary HP one because it is a value that only goes down and isn't replenished. Again, fair enough. Having said that though I do think the idea has some merit. (which is why I suggested it! :)). The major benefits I can see over some of the other suggestions are:- 1: [B]Simplicity[/B] - Resistance pool that buffers damage (like temporary HPs) 2: [B]Encounter[/B] [B]Balance[/B] - Does not give blanket resistance for the entire encounter which means that even small amounts of damage are not ineffectual, they all help wear down the resistance to the point where the element damage will be effective. This makes minions and minor ongoing damage useful again and does not trivialise them. The drawbacks I can see:- 1: [B]Single[/B] [B]Energy[/B] [B]Protection[/B] - Does not help with multiple energy damage as they are a different mechanic. 2: [B]Different[/B] [B]Mechanic[/B] - This mechanic is slightly different to other mechanics used for PCs, (Though in my opinion it is certainly easier to track than some suggested systems that incorporate making saving throws or reducing the amount of static resistance every time you take damage). [/QUOTE]
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Potions of Resistance - bad for the game?
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