- Xy$
- -2.45
I was looking at different factors at an RPG game that make it more challenging. One of these factors is putting Type of Damage effects. I always thought ,"What good does it do to cast a fire ball against a red dragon, a devil, or demon?" There should be taking NO damage at all. In some universes that spell could actually heal them.
I am looking at basically three categories of effects of Type of Damages. Each of these can be found in the Traits Section of Actors, Classes, and Enemies. Double click on an empty spot, and on the first page, select Element Rate. Look for desired Type of Damage. Change the percentages for desired effect. 100% is the normal.
1. Resistance - the character or enemy has some kind of resistance to this kind of damage. It is any number between 1% and 99%. I like to use about 50%, depending on the situation. The LOWER the number, the MORE resistant they are to that type of damage.
2. Immune - the character or enemy is total immune to this kind of damage. I use 0% for
3. Susceptible - the character or enemy has a weakness to this kind of damage. It is any number greater than 100%. I like to use 200% to 250%.
The keep the element damage simple, I will use 4 different element damage types. I have fire damage being the polar opposite of ice damage, and likewise earth opposite of water. I know there are also lightning, wind, light, dark, and physical types of damage, but to keep it simple I will use four for the examples.
NOTE: If you want slime and gelatinous cube encounters to be challenging, make them immune to Physical Damage. This causes players to think creative on how to dispose of these traditional nuisances.
FIRE attacks ICE: The ICE based defender would be susceptible and take additional damage.
FIRE attack FIRE: Basically a wasted attack. FIRE defender takes NO damage.
ICE attacks FIRE: The FIRE based defender would be susceptible and take additional damage.
ICE attacks ICE: Basically a wasted attack. ICE defender takes NO damage.
EARTH attacks WATER: The WATER based defender would be susceptible and take additional damage.
EARTH attacks EARTH: Basically a wasted attack. EARTH defender takes NO damage.
WATER attacks EARTH: The EARTH based defender would be susceptible and take additional damage.
WATER attacks WATER: Basically a wasted attack. WATER defender takes NO damage.
I am looking at basically three categories of effects of Type of Damages. Each of these can be found in the Traits Section of Actors, Classes, and Enemies. Double click on an empty spot, and on the first page, select Element Rate. Look for desired Type of Damage. Change the percentages for desired effect. 100% is the normal.
1. Resistance - the character or enemy has some kind of resistance to this kind of damage. It is any number between 1% and 99%. I like to use about 50%, depending on the situation. The LOWER the number, the MORE resistant they are to that type of damage.
2. Immune - the character or enemy is total immune to this kind of damage. I use 0% for
3. Susceptible - the character or enemy has a weakness to this kind of damage. It is any number greater than 100%. I like to use 200% to 250%.
The keep the element damage simple, I will use 4 different element damage types. I have fire damage being the polar opposite of ice damage, and likewise earth opposite of water. I know there are also lightning, wind, light, dark, and physical types of damage, but to keep it simple I will use four for the examples.
NOTE: If you want slime and gelatinous cube encounters to be challenging, make them immune to Physical Damage. This causes players to think creative on how to dispose of these traditional nuisances.
FIRE attacks ICE: The ICE based defender would be susceptible and take additional damage.
FIRE attack FIRE: Basically a wasted attack. FIRE defender takes NO damage.
ICE attacks FIRE: The FIRE based defender would be susceptible and take additional damage.
ICE attacks ICE: Basically a wasted attack. ICE defender takes NO damage.
EARTH attacks WATER: The WATER based defender would be susceptible and take additional damage.
EARTH attacks EARTH: Basically a wasted attack. EARTH defender takes NO damage.
WATER attacks EARTH: The EARTH based defender would be susceptible and take additional damage.
WATER attacks WATER: Basically a wasted attack. WATER defender takes NO damage.