Saturday, April 5, 2014

Game Design (IX): Resistances and Vulnerabilities

A wizard casting an elemental protection spell on his allies. An skeleton shrugging off an assassin’s poisoned blade. A walking tree consumed by a fireball. Resistances, vulnerabilities and mechanics that care about types of damage in general are a great way to add flavor and variety to a game. On top of that, they open up some neat tactics and interactions: casting elemental bursts centered on top of a conveniently surrounded fighter with an Armor of Resistance, figuring out how to make the most of a few Acid Flasks when fighting a band or trolls, moving a tiefling character into flaming terrain…

And yet, not all is well with the way 4E handles these elemental rules. Figuring out attacks with multiple energy types against characters with many resistances or vulnerabilities is far from intuitive, and too favourable for the multicolored attack powers. Mundane attacks are left out of the fun, due to the lack of a way to define physical resistance. And attacks that deliver damage in multiple small packages (such as ongoing damage, or sustainable zones) are excessively affected by both resistances and vulnerabilities, which tend to make them harmless or overpowered, respectively. And don’t get me started about the unholy mess that is the immunity definition.

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