Difference between revisions of "Resistance Revamped (3.5e Variant Rule)"

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m (There, took out the arbitrary reduction.)
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*'''Rank 4 — Immune+:''' You take even more no damage from the energy type.
 
*'''Rank 4 — Immune+:''' You take even more no damage from the energy type.
 
*'''Rank 5 — Immune++:''' You take a shitton of no damage from the energy type.
 
*'''Rank 5 — Immune++:''' You take a shitton of no damage from the energy type.
 
In addition to this, a creature that innately possesses rank 1 or higher resistance to an energy type reduces all incoming damage of that type by 5 points per rank, which is applied ''before'' the reduction. This includes ranks from racial and extraordinary abilities and feats and the like, but ignores ranks gained from effects like spells and magic items, as well as rank-reducing effects such as fire damage stemming from special sources like hellfire.
 
 
''Example 1:'' A creature with rank 1 fire resistance will reduce all incoming fire damage by 5 points and then halve the remainder. As such, from a completely average ''[[SRD:Fireball|fireball]]'' cast by a 10th level [[SRD:Sorcerer|sorcerer]] it will take 15 damage.
 
 
''Example 2:'' A creature with rank 2 fire resistance will reduce all incoming fire damage by 10 points and then quarter the remainder. As such, from a completely average ''[[SRD:Fireball|fireball]]'' cast by a 10th level [[SRD:Sorcerer|sorcerer]] it will take 7 damage.
 
 
''Example 3:'' A [[SRD:Large Fire Elemental|fire elemental]] has rank 4 fire resistance, making it effectively strongly immune. However, ''hellfire'' has a very strong rank-reducing effect due to its highly corrosive nature. Reducing the fire elemental's resistance by 3 ranks, hellfire deals half damage to the elemental. However, due to its native rank 4 resistance, the damage is first reduced by 20 points. A hellfire-based attack dealing 35 damage will deal 8 damage to the fire elemental.
 
  
 
Basically, rank 4 or 5 (and possibly 6, 7, etcetera) are there to show how overresistant a creature can be, and that that resistance can still be overcome with enough awesome. For instance, spells and effects that confer resistance or immunity instead grant one or more ranks of resistance, and especially strong varieties of a specific damage type, such as the hellfire used in the above example, will no longer nix immunity altogether but rather reduce the affected creature's resistance to fire by one or more ranks.  
 
Basically, rank 4 or 5 (and possibly 6, 7, etcetera) are there to show how overresistant a creature can be, and that that resistance can still be overcome with enough awesome. For instance, spells and effects that confer resistance or immunity instead grant one or more ranks of resistance, and especially strong varieties of a specific damage type, such as the hellfire used in the above example, will no longer nix immunity altogether but rather reduce the affected creature's resistance to fire by one or more ranks.  
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*''[[SRD:Resist Energy|Resist energy]]'' confers a +1 enhancement bonus to the target's resistance rank against the chosen energy type.
 
*''[[SRD:Resist Energy|Resist energy]]'' confers a +1 enhancement bonus to the target's resistance rank against the chosen energy type.
 
*''Energy immunity<sup>[[Spell Compendium|SpC]]</sup>'' confers a +3 enhancement bonus to the target's resistance rank against the chosen energy type.
 
*''Energy immunity<sup>[[Spell Compendium|SpC]]</sup>'' confers a +3 enhancement bonus to the target's resistance rank against the chosen energy type.
*''[[SRD:Protection from Energy|Protection from energy]]'' confers an effective +5 enhancement bonus to the target's resistance rank against the chosen energy type, but it disappears once 10 points of damage per [[SRD:Caster Level|caster level]] are absorbed by the spell (max. 100). Damage for this purpose is calculated as per the target's original resistance rank. 
+
*''[[SRD:Protection from Energy|Protection from energy]]'' confers an effective +5 enhancement bonus to the target's resistance rank against the chosen energy type, but it disappears once 10 points of damage per [[SRD:Caster Level|caster level]] are absorbed by the spell (max. 100).
 
*Creatures that have [[SRD:Vulnerability to Energy|vulnerability]] to an energy type instead have rank -1 resistance against that energy type.  
 
*Creatures that have [[SRD:Vulnerability to Energy|vulnerability]] to an energy type instead have rank -1 resistance against that energy type.  
*Creatures that have [[SRD:Resistance to Energy|resistance]] of 5 or more to an energy type instead have rank 1 resistance against that energy type. A creature with a resistance of 30 or more instead has rank 2 resistance against that energy type.
+
*Creatures that have [[SRD:Resistance to Energy|resistance]] to an energy type instead have rank 1 resistance against that energy type. A creature with a resistance of 20 or more instead has rank 2 resistance against that energy type.
 
*Creatures that are immune to a specific type of energy have at least rank 3 resistance against that energy type. If the creature also has the corresponding subtype (i.e. [[SRD:Fire Subtype|Fire]]), or is made of the energy in question, it has at least rank 4 resistance against that energy type.
 
*Creatures that are immune to a specific type of energy have at least rank 3 resistance against that energy type. If the creature also has the corresponding subtype (i.e. [[SRD:Fire Subtype|Fire]]), or is made of the energy in question, it has at least rank 4 resistance against that energy type.
 
*Spellcasters that focus on dealing damage with a specific element should probably have access to feats and/or abilities that negate one or more ranks of the corresponding resistance.
 
*Spellcasters that focus on dealing damage with a specific element should probably have access to feats and/or abilities that negate one or more ranks of the corresponding resistance.

Revision as of 18:12, 3 August 2016

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Author: Sulacu (talk)
Date Created: September 28, 2015
Status: Pending
Editing: Clarity edits only please
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Resistance Revamped

In my years of making homebrew and playing with said homebrew I've found that the schism between resistance and immunity to something is massively huge, and at the same time there have been popping up a great number of special and super powerful variants of a certain damage type that partially or fully ignore immunity of that damage type, like hellfire and hellfrost, against which resistance is completely useless. And as a result of that, stuff like True Immunity started popping up to combat all of these super special energy types that bypass resistance and immunity which will no doubt prompt the creation of super duper ultra special forms of the already super special type of energy that bypasses even that and my head is starting to hurt just writing the introduction to this page because it's getting a little stupid.

I don't believe in absolute immunity, nor do I believe in absolute forms of damage. Any damage should be able to be prevented, and any immunity should be able to be pierced. That does not mean it has to be easy to do so, however.

Sliding Scale of Vulnerability, Resistance and Immunity.

Resistance to energy now comes in ranks.

  • Rank -2 — Vulnerable: You take 200% damage from the energy type. You can't get more vulnerable than this.
  • Rank -1 — Susceptible: You take 150% damage from the energy type (rounded up).
  • Rank 0 — Normal: You take 100% damage from the energy type.
  • Rank 1 — Resistant: You take 50% damage from the energy type (halved, rounded up).
  • Rank 2 — Protected: You take 25% damage from the energy type (halved twice, rounded up each time).
  • Rank 3 — Immune: You take no damage from the energy type.
  • Rank 4 — Immune+: You take even more no damage from the energy type.
  • Rank 5 — Immune++: You take a shitton of no damage from the energy type.

Basically, rank 4 or 5 (and possibly 6, 7, etcetera) are there to show how overresistant a creature can be, and that that resistance can still be overcome with enough awesome. For instance, spells and effects that confer resistance or immunity instead grant one or more ranks of resistance, and especially strong varieties of a specific damage type, such as the hellfire used in the above example, will no longer nix immunity altogether but rather reduce the affected creature's resistance to fire by one or more ranks.


Suggested Changes to Existing Source Material

  • Resist energy confers a +1 enhancement bonus to the target's resistance rank against the chosen energy type.
  • Energy immunitySpC confers a +3 enhancement bonus to the target's resistance rank against the chosen energy type.
  • Protection from energy confers an effective +5 enhancement bonus to the target's resistance rank against the chosen energy type, but it disappears once 10 points of damage per caster level are absorbed by the spell (max. 100).
  • Creatures that have vulnerability to an energy type instead have rank -1 resistance against that energy type.
  • Creatures that have resistance to an energy type instead have rank 1 resistance against that energy type. A creature with a resistance of 20 or more instead has rank 2 resistance against that energy type.
  • Creatures that are immune to a specific type of energy have at least rank 3 resistance against that energy type. If the creature also has the corresponding subtype (i.e. Fire), or is made of the energy in question, it has at least rank 4 resistance against that energy type.
  • Spellcasters that focus on dealing damage with a specific element should probably have access to feats and/or abilities that negate one or more ranks of the corresponding resistance.


Resistances to other types of effect?

Work in progress. Wanna see a specific type of resistance. Feel free to write something on this article's talk page.



Back to Main Page3.5e HomebrewVariant Rules

AuthorSulacu +
Identifier3.5e Variant Rule +
Rated BySurgo +, Luigifan18 + and Ghostwheel +
RatingRating Pending +
SummaryResistance Revamped aims to make the transition from resistance to immunity less jarring. +
TitleResistance Revamped +