How to: D&D Elemental Resistances
Perhaps you have noticed that I use a not very rules-as-written approach to elemental resistances when statting up D&D monsters. That is intentionally, and the approach went through several iterations before I was satisfied with it. I will explain my reasonings here. Keep in mind that it's not RAW, it's my houserule.
Many D&D creatures have elemental (a.k.a energy) resistance. Since there is no such thing as an absolute immunity to a certain type of damage in GURPS, we will have to do with large numbers. I rarely allow magical attacks that deal more than 3d damage, so when I have to stat up an energy immunity, I do it as DR 20. A single type of energy requires us to apply Limited, Type of energy, -40%. That gives us a point value of 60. That's a lot, especially when you remember that many creatures have resistances/immunities to multiple types of energy.
First, let's see what we have here - rigid DR against a type of energy. Some elemental attacks still might deal blunt trauma. For example, I've seen some people stat up Fireball as a crushing incendiary attack, not a burning attack. Also, there are non-damaging elemental effects. GURPS Basic Set does not prohibit us from combining Limited and Tough Skin. It does not really make sense, but I do combine them, mostly just to make the advantage cheaper. This is my most questionable decision, but I stand by it.
Second, let's talk about the non-damaging elemental effects (for example, granting the victim Brittle with a cold spell, inducing heartburn with an acid spell, etc.) Their existence was pointed out for the first time in GURPS Sorcery: Protection and Warning Spells, where all the Resist (Energy) spells grant Immunity to Noxious (Energy) Effects advantage alongside the DR. There are also special cases for Resist Sound, Resist Lightning, and Resist Acid. Those are Immunity to Electrical Conduction, Sealed (Acid-Resistant Only), Internal Sealed (Acid-Resistant Only), and Protected Hearing. This special form of Sealed prevents the DR from being corroded away by corrosion attacks. Personally, I usually omit Protected Hearing from the sonic resistance package (I leave it in for the Resist Sound spell though). What level of DR justifies adding these is up to you. Usually, I add them when the DR is 10 or higher.
Third, let's talk about eye protection. If the creature has eyes, they are not protected by the DR. So, a eye-having fire elemental could have its eyes burned out by a laser. There are multiple options here. First, we could apply Force Field, +20% to the DR advantage, but that would extend its effects to the equipment worn by the creature, which we do not want. Second, we can buy Nictitating Membrane and borrow the Limited limitation from the DR. That's a decent way, however, it is not very optimal points-wise when the advantage levels are high. Instead, I apply Includes Eyes, +10% to the DR, which seems like a fair enhancement value (this post seems to agree with that).
Fourth, let's talk about internal defenses. DR 20 against acid will not protect you if you swallow the acid or are attacked by a Malediction effect that circumvents the DR. The RAW way is to add a separate Internal DR advantage that has its cost divided by 5 after all the limitations and enhancements are applied. Instead, to save some points on high levels and reduce clutter, I apply Includes Internal, +20% to the DR. One thing that I am not sure about is whether the homogenous creatures need this or not.
Fifth, let's talk about the ways to save points when the creature is resistant to multiple types of energy. The RAW way is to just do the DRs separately. This hugely inflates the cost. Instead, let's look at the "steps" of the Limited limitation. One type of energy is -40%, while energy in general is -20%. D&D has five main energy types: acid, cold, electricity, fire, and sonic. That lines up pretty well if we consider an additional type of energy as just a +5% enhancement. For example, we get Limited, Fire, -40%; Limited, Fire and Cold, -35%; Limited, Fire, Cold, and Electricity, -30%; Limited, Acid, Fire, Cold, and Electricity, -25%, and Limited, All five types of energy, -20%. This is a huge point saver. In addition, some Immunities to Noxious Effects can be combined too, bringing them a step higher on the Resistant categories list. Not all of them make sense though. Personally, I use Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15] and Immunity to Noxious High-Temperature Effects (Electricity and Fire) Effects [15].
Sixth, something must be said about the types. The description of the Limited limitation for DR lists for a damage type (burning, corrosion, etc.) and damage source (fire, acid, etc.) as fitting categories. I prefer using the damage source to preserve the D&D feel. For example, DR (Limited, Burning) would not protect you from a Fireball that is a crushing incendiary attack, but would protect you from a burning Fireball, an electrical attack, etc. However, DR (Limited, Fire) would protect you from both a crushing incendiary Fireball, a burning Fireball, but would not protect you against extreme cold effects or electricity. One can justify many types of damage for elemental attacks - electricity can deal burning damage or corrosion damage (EDM is a thing), sound could deal cutting, burning, crushing, corrosion, or piercing. I just like using the damage source, not the type.
Now I will list some examples of such "complete packages". No power modifiers are given, as by default these are assumed to be natural abilities.
Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Electricity Resistance [65]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, -40%; Tough Skin, -40%) [50] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10].
Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
Cold Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Cold Effects [10].
Sonic Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Sonic Effects [10].
Elemental Resistance (A,C) [83]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Noxious Cold Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Elemental Resistance (A,E) [88]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Electricity, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Acidic Effects [10] + Immunity to Electrical Conduction [5] + Immunity to Noxious Electrical Effects [10] + Internal Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%) [6].
Elemental Resistance (C,F) [70]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Noxious Extreme Temperature Effects (Cold and Fire) Effects [15].
Elemental Resistance (E,F) [75]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [55] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature Effects (Electricity and Fire) Effects [15].
Elemental Resistance (E,F) [48]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [28] + Immunity to Electrical Conduction [5] + Immunity to Noxious High-Temperature Effects (Electricity and Fire) Effects [15].
Elemental Resistance (A,C,E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [17].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
Elemental Resistance (A,C): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, -35%; Tough Skin, -40%) [14].
Elemental Resistance (A,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Fire, -35%; Tough Skin, -40%) [14].
Elemental Resistance (C,E): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Electricity, -35%; Tough Skin, -40%) [14].
Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14].
Elemental Resistance (C,S): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Sound, -35%; Tough Skin, -40%) [14].
Elemental Resistance (E,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Electricity, Fire, -35%; Tough Skin, -40%) [14].
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