D&D 4E Speculation. Energy Resistance in 4E based on the Pit Fiend example

I'd take anything inferred from the Desert of Desolation stat cards with more than a grain of salt, but for what it's worth, both tieflings (levels 4 and 7) have Resist 10 Fire and in the new miniatures rules resistance works the way it does in 3.5.


cheers
 

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I think they'll keep it as resist is now, take x damage off the top (it's so easy that way!) but they'll keep the X much lower (a 2nd level spell giving 30 resist at 11th lvl? A 4th lvl spell giving 30 resist to the whole party? WAY to much resistance in 3.5!). Maybe maxing at 15 for players, 30 for creatures who were immune to it in previous editions.

I agree, this is still the simplest way to do it, it makes sense in 3.5E since it matches up with the analogous DR system (I think 3.0 missed the boat in this regard).

I don't think they'll go with the threshold route, only because I read the red dragon entry as a sort of dispelling effect, not a threshold. It does say the breath can rip the fire resist right off of you, and sure that would fit within a threshold system (and would allow a red dragon to kill a fire elemental with its breath, which I recall from somewhere, but don't remember where), but my initial reaction was some sort of spell negation/dispelling effect rider on the breath, and I'm just sticking with my initial feeling on this one. It's not a bad idea though.

I like the dispelling or suppression idea. We had feats in 3.5E (I think in Frostburn and Sandstorm) that let you punch through resistances, so certainly there is precedent for fire so hot even fire-loving creatures get burned.
 

Mentat55 said:
I like the dispelling or suppression idea. We had feats in 3.5E (I think in Frostburn and Sandstorm) that let you punch through resistances, so certainly there is precedent for fire so hot even fire-loving creatures get burned.

I liked the dispel/negation of resist effects so long as it was a very rare/unique thing. Ancient reds have it, but an ancient black dragon would not have the same for acid...it's an ancient red only ability. And I figured it would only work against magical, buff spells (the dragon is still dealing with the Pit Fiend's natural 30, for instance). Again, though, this was just my reading of the ability.

However, I could get behind a "punch through" effect (reduce resistance by 5). I see this as punishment for those players who have resist abilities naturally or those who plan ahead, though since it is selectively effective. I wouldn't house-rule out such an ability, but I'd rather the darn thing just do 5 more damage (which effects everyone) than punch through 5 resist (which only effects prepared players or takes away from someone's natural coolness).
 

How do y'all think a PC's Energy Resistance v. monster attacks will interact with firey environmental hazards?

W&M tells that the City of Brass will be "uncomfortably hot" without being lethal, but one imagines that realms of deadly fire will exist in the Elemental Chaos, in the Abyss and in Hell. PC's might also find themselves in more mundane situations, such as exploring an active volcano.

Any speculation on how 4E will handle such environments?
 

Stoat said:
How do y'all think a PC's Energy Resistance v. monster attacks will interact with firey environmental hazards?

W&M tells that the City of Brass will be "uncomfortably hot" without being lethal, but one imagines that realms of deadly fire will exist in the Elemental Chaos, in the Abyss and in Hell. PC's might also find themselves in more mundane situations, such as exploring an active volcano.

Any speculation on how 4E will handle such environments?

Pure guess
Uncomfortably hot = maybe penalty or status effect (fatigued or get fatigued faster), an 'edure elements' type effect will keep it from being problematic

Fire hazards = 1-5 damage typically. 1 being a candle burn, 5 being a good campfire burn, standing in some direct heat. Most creatures that live in such environments will have 5+ resist, and thus be totally immune to their surroundings.

Special Hazards = 6-10. This covers total emersion in flame (knocked into a bonfire) or special areas (lake of fire in the abyss or an alchemical fire trap). These would be particularly dangerous area in which to tred, not the norm.

Anything hotter is due to direct damage such as spells, breath weapons, and other fiery attacks. Such heat cannot be easily sustained without magic.

My only reason for thinking this was that planar travel was relatively difficult due to environmental hazzards. I think the plane of fire and the abyss and such will in general be uncomfortable, have varying degrees of extra hot, and few places REAL hot.

Course, I'm also the one who is guessing/hoping that PCs only get to about resist 15, so even in pre-epic levels, these places won't be very damaging, if at all. I think the general environment on the planes should be flavorful and forgeign, but not some completely hostile as to be deadly to all things. But i also think there should be places that reflect deadly extremes.
 


I could see fewer scales of enviromental effects based on temperature and wind (the better to simplify them). From a narrative point of view, I could see uncomfortable heat being an enviromental encounter that factors in as traps do.
I think that resistance buffs will be Encounter powers that last for the encounter's duration. (It's the one category of powers R&C does not categorise in battle prayers/spells implicitly).
As for forms of energy damage preventions I like clear damage shields (which could be effective ritual wards) and encounter duration energy resistance spells that work like per round damage shields. I think both have their place, with the rituals being there for those who are prepared (and affording a sturdy initial defense) and the resistance being a generic defensive spell for the leaders to use mid-combat.
 

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