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 ==

Revision as of 19:26, 3 July 2018