Talk:Epic Path: Difference between revisions
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::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model. | ::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model. | ||
::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class. | ::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class. | ||
== Damage Resistance and Energy Resistance Simplification/Expansion == | |||
All resistance is simplified down to a Resistance Type and a Keyword. | |||
Energy: Common, Uncommon, and Rare (exact terms to be defined) | |||
Physical: Common, Uncommon, or Rare (exact terms to be defined) | |||
Examples: Fire, Cold, Sonic, Lightning, and Acid are (Energy, Common). Negative, Positive, Light, Force are (Energy, Uncommon). Holy, Sunlight, Darkfire, Thundercrash, Freezacid, are (Energy, Rare). | |||
Examples: Slashing, bludgeoning, Piercing are (Physical, Common.) Falling, Drilling, Gnashing are (Physical, Uncommon.) Fracture, disintegration, Dissolution, are (Physical, Rare.) | |||
Many attacks are coded by naked keywords (fire damage), but all resists are coded by (Type, Abundance). Only six types of resists are available. If you have all three of a Type, it is effectively /-. | |||
== Energy Damage Types == | == Energy Damage Types == |