Vulnerability
It seems that the goal of the current resistance system (as compared
to percentage reduction) is to allow creatures to ignore small amounts
of damage, without modifying large amounts to the point that they
shift the game balance. So why not do the same with vulnerability?
Then, the extra effect of a flaming sword on a cold-based creature
would be clearly noticeable, but that of a fireball wouldn't be
unbalancing.
If a creature has fire vulnerability N, let it mean that the first N
points of fire damage per hit are doubled.
.
Relevant Pages
- Re: Vulnerability
... to percentage reduction) is to allow creatures to ignore small amounts ... If a creature has fire vulnerability N, let it mean that the first N ... points of fire damage per hit are doubled. ... (rec.games.frp.dnd) - Re: Vulnerability
... the extra effect of a flaming sword on a cold-based creature ... points of fire damage per hit are doubled. ... Current skeletons have immunity to cold because of their lack of fleshy ... So a skeleton would not be affected by the ice portion of an ice storm ... (rec.games.frp.dnd) - Re: Nethack variant idea
... I would handle it by having regeneration not apply ... the creature is hungry, and stop entirely if the creature is ... Survivability would primarily be ... will probably barely damage a peer if he uses an unenchanted blade. ... (rec.games.roguelike.development) - Re: Vulnerability
... the extra effect of a flaming sword on a cold-based creature ... points of fire damage per hit are doubled. ... Current skeletons have immunity to cold because of their lack of fleshy ... So a skeleton would not be affected by the ice portion of an ice storm ... (rec.games.frp.dnd) - Re: Confused about mutually dependant classes
... each of whom has a number of hit points. ... > of damage they receive. ... > unrelated to the creature itself. ... So Creature A zaps Creature B with a flame-thrower. ... (comp.object) |
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