Talk:Epic Path: Difference between revisions
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== Energy Damage Types == | == Energy Damage Types == | ||
question for Todd: do we need more than 18 energy types? I know you wanted to leave this door open, but having an undefined, infinite list makes ER x/- the 'no-brainer' option, and that's bad game design. Having a limited list makes single energy type, and single class ER much more viable. | |||
* '''element''' (common energies) | |||
:* fire | |||
:* ice (water) | |||
:* lightning (air) | |||
:* acid (earth) | |||
:* sonic | |||
:* poison <nowiki>[ toxin ]</nowiki> | |||
* '''fundament''' (uncommon energies) | |||
:* necrosis (death) | |||
:* radiance (light) | |||
:* nascent <nowiki>[ vital | germinal ]</nowiki> (life) | |||
:* quiescence (stillness) | |||
:* desiccation (dehydration) | |||
:* psychic | |||
* '''rudiment''' (exotic energies) | |||
:* force | |||
:* void | |||
:* solar | |||
:* lunar | |||
:* tenebrous <nowiki>[ umbral | shadow ]</nowiki> (darkness) | |||
:* eldritch | |||
* '''primal''' (creation energies) | |||
:* irresistible damage type - always bypasses DR and ER. | |||
scaling: | |||
* | * ER vs. single energy types: scales to grant 80% resistance to damage from that energy type. | ||
* ER vs. a class (element, fundament, rudiment): scales to grant 60% resistance to damage from those types. | |||
* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage. | |||
:* this will encourage single energy-type resistances, while still making communal resistances attractive. | |||
:* may need to grant more than one pick of a single energy type, if it isn't one of the common ones, to keep things 'fair'. | |||
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== Bonus Types == | == Bonus Types == |