Talk:Extra Immune (3.5e Trait)
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Ghostwheel dislikes this article and rated it 1 of 4. | |
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Absolute immunities are bad for the game. |
That's a debate for the SRD, and present with or without this trait. You're not rating the trait, you're just saying you don't like how WotC did it. -- Eiji-kun (talk) 15:29, 21 January 2015 (UTC)
- Correct. And I think this trait exacerbates the situation if taken on a character who can take advantage of it. --Ghostwheel (talk) 17:19, 21 January 2015 (UTC)
- Small problem with that. WoTC has almost zero "ignore immunity" abilities. The vast majority are homebrew. As an aside, I actually think this ends up freeing up things more. Normally when you have two things redundant, its to your advantage to find a way to replace one of them with an Alt Class Feature or some other way to swap it out for something better. Having this would remove the need to do so since you are actually getting something out of the redundancy.
- OTOH, there are wotc spells that give you immunity to fire and cold. Add onto that something else that gives you immunity (there are a bunch of passive things), and boom, you're immune to a whole energy type. If it was limited to something like poisons or something similarly minor, I'd prolly be okay with that. But to an entire energy type? That's no bueno in my book. --Ghostwheel (talk) 19:55, 21 January 2015 (UTC)
- So?
- 99% of the time, you were immune to said energy type already. Stacking it remains as useless and as redundant before until the 1% chance you run into that Searing Spell Fireball and your Extra Immune keeps you immune instead of making you take half. Oh no. The horror. -- Eiji-kun (talk) 22:39, 21 January 2015 (UTC)