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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Resist versus Protection
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="Journeyman" data-source="post: 2659185" data-attributes="member: 9958"><p>I think the apparent imbalance between Resist and Protect is one of those things that is a lot more apparent on paper than it is in actual play. </p><p></p><p>Resist looks terribly tempting simply because there's no limit to how much damage in can absorb. At level 11 a wizard could theoretically stand in a Wall of Fire punching a cleric with a Fire Shield, while a dozen sorcerers cast Scorching Ray and their pet 12-headed pyrohydra breathes on him, taking no damage. Meanwhile, the poor chump with Protection from Elements is reduced to a cinder.</p><p></p><p>In terms of actual play, however, Resist never seems to work quite as well. In order for it to really out perform Protection, it has to absorb at least 120 points of damage without any individual source doing more than 30 points, which rarely seems to happen.</p><p></p><p>The fact is, in game 120 of damage is a lot to take from one element, particuarly if you're playing a wizard or sorcerer. Even spread over multiple encounters that's probably only going to happen if the adventure has a strong elemental theme, in which case the dm is likely counting on you to have some sort of protection. Or if the dm is really trying to kill you.</p><p></p><p>On the other hand, at 10th level an empowered fireball does an average of 52.5 damage on a failed save. Best case scenario, the wizard with Resist Elements takes some damage. Worst case scenario, this happens when you aren't prepared, and you're casting a spell to protect you from the next fireball, in which case the wizard with Resist prepared instead of Protection could very well die. All requiring nothing but a piddly CR 10 kobold sorcerer.</p><p></p><p>Overall, I think that Resist is great for the front-lines fighters, who are a lot more likely to be dealing with hydras and Fire Shields and flaming weapons, and who can take a little extra damage if they have to. For a spell caster, though, Protection is often more useful to have prepared, just in case.</p><p></p><p>Mass Resist is too powerful, though. Maybe it's meant to balance out the Orb spells.</p></blockquote><p></p>
[QUOTE="Journeyman, post: 2659185, member: 9958"] I think the apparent imbalance between Resist and Protect is one of those things that is a lot more apparent on paper than it is in actual play. Resist looks terribly tempting simply because there's no limit to how much damage in can absorb. At level 11 a wizard could theoretically stand in a Wall of Fire punching a cleric with a Fire Shield, while a dozen sorcerers cast Scorching Ray and their pet 12-headed pyrohydra breathes on him, taking no damage. Meanwhile, the poor chump with Protection from Elements is reduced to a cinder. In terms of actual play, however, Resist never seems to work quite as well. In order for it to really out perform Protection, it has to absorb at least 120 points of damage without any individual source doing more than 30 points, which rarely seems to happen. The fact is, in game 120 of damage is a lot to take from one element, particuarly if you're playing a wizard or sorcerer. Even spread over multiple encounters that's probably only going to happen if the adventure has a strong elemental theme, in which case the dm is likely counting on you to have some sort of protection. Or if the dm is really trying to kill you. On the other hand, at 10th level an empowered fireball does an average of 52.5 damage on a failed save. Best case scenario, the wizard with Resist Elements takes some damage. Worst case scenario, this happens when you aren't prepared, and you're casting a spell to protect you from the next fireball, in which case the wizard with Resist prepared instead of Protection could very well die. All requiring nothing but a piddly CR 10 kobold sorcerer. Overall, I think that Resist is great for the front-lines fighters, who are a lot more likely to be dealing with hydras and Fire Shields and flaming weapons, and who can take a little extra damage if they have to. For a spell caster, though, Protection is often more useful to have prepared, just in case. Mass Resist is too powerful, though. Maybe it's meant to balance out the Orb spells. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Resist versus Protection
Top