Amechra
2012-04-26, 08:06 PM
Quite frankly, DR doesn't work at all. It is far too low in most cases, and having a DR of 100000000/Magic is useless, while it is much harder to bypass Energy Resistance (without Homebrew, the only energy resistances you can bypass completely while not changing energy types are Fire and Cold. LAME.)
So, here is a "fix" (not really, since I have less of an idea about whether or not this is balanced than I normally do.)
All right, I shall make a table for a summary:
{table=head]Strength of Resistance|Damage Type takes|Effect Type Gains against the Effect
Immunity|-100%|Improved Mettle, Save
Tolerance|-50%, Nonlethal|Mettle, Save
Normal|+0%|Nothing
Allergic|+50%|Receives -4 to Saving Throw[/table]
Nonlethal means that a creature may not be reduced below 0 HP by that type of damage; any excess damage is dealt as nonlethal damage. If a creature would be destroyed at 0 HP, they instead cannot be reduced below 1 HP.
Save means that a creature with that level of Resistance will always receive a Save to Negate against an effect of the type they have Resistance against, using the listed save type (listed with the effects below).
Every creature has at least 1 Fault; if that Fault is exploited (for example, by making weapons out of a given material or by adding said material as a focus component to spells), any Resistances that creature has are treated as lower by one grade, to a minimum of Normal. Many creatures will also have an additional Fault that is more difficult to pull off, which specifically can be used to bump a creature's Resistances down into the Allergy grade, bringing about swift death.
A Fault may also be exploited to make a normal attack roll as a touch attack.
Types of Damage
Acid, Bludgeoning, City, Cold, Dessication, Electricity, Fire, Force, Negative Energy, Piercing, Positive Energy, Precision*, Slashing, Sonic, and Vile.
Types of Effects
I need help finding all of them and splitting them between Fort saves and Will saves.
Optional Additional Rule
-If you are wearing a suit of armor that exploits a Fault of your enemy, you gain Tolerance to any damage they deal (except for Untyped, Divine, Holy, and Unholy) and to any Effect they use against you. If you happen to exploit their specific "difficult" Fault as well, you are Immune to any damage they deal (except for the before-mentioned energy types), and to any Effect they use against you. You may reduce the grade of your Resistance against them to force them to roll Touch Attacks against your Non-Touch Armor Class.
The reasoning for preventing a creature from dying if they have at least Tolerance is partially a metagame idea (namely, I don't want you to be able to just beat on something until it dies. That removes all the tactical nature from it.), and a fluff point (it makes sense that a creature that is "resistant" to an effect is actually pretty much impossible to kill through that means; any specific techniques you may use count as Faults, by the way.
So, here is a "fix" (not really, since I have less of an idea about whether or not this is balanced than I normally do.)
All right, I shall make a table for a summary:
{table=head]Strength of Resistance|Damage Type takes|Effect Type Gains against the Effect
Immunity|-100%|Improved Mettle, Save
Tolerance|-50%, Nonlethal|Mettle, Save
Normal|+0%|Nothing
Allergic|+50%|Receives -4 to Saving Throw[/table]
Nonlethal means that a creature may not be reduced below 0 HP by that type of damage; any excess damage is dealt as nonlethal damage. If a creature would be destroyed at 0 HP, they instead cannot be reduced below 1 HP.
Save means that a creature with that level of Resistance will always receive a Save to Negate against an effect of the type they have Resistance against, using the listed save type (listed with the effects below).
Every creature has at least 1 Fault; if that Fault is exploited (for example, by making weapons out of a given material or by adding said material as a focus component to spells), any Resistances that creature has are treated as lower by one grade, to a minimum of Normal. Many creatures will also have an additional Fault that is more difficult to pull off, which specifically can be used to bump a creature's Resistances down into the Allergy grade, bringing about swift death.
A Fault may also be exploited to make a normal attack roll as a touch attack.
Types of Damage
Acid, Bludgeoning, City, Cold, Dessication, Electricity, Fire, Force, Negative Energy, Piercing, Positive Energy, Precision*, Slashing, Sonic, and Vile.
Types of Effects
I need help finding all of them and splitting them between Fort saves and Will saves.
Optional Additional Rule
-If you are wearing a suit of armor that exploits a Fault of your enemy, you gain Tolerance to any damage they deal (except for Untyped, Divine, Holy, and Unholy) and to any Effect they use against you. If you happen to exploit their specific "difficult" Fault as well, you are Immune to any damage they deal (except for the before-mentioned energy types), and to any Effect they use against you. You may reduce the grade of your Resistance against them to force them to roll Touch Attacks against your Non-Touch Armor Class.
The reasoning for preventing a creature from dying if they have at least Tolerance is partially a metagame idea (namely, I don't want you to be able to just beat on something until it dies. That removes all the tactical nature from it.), and a fluff point (it makes sense that a creature that is "resistant" to an effect is actually pretty much impossible to kill through that means; any specific techniques you may use count as Faults, by the way.