Inspired by running Icewind Dale and seeing how OP cold resistance is to those games while also noticing that vulnerabilities are also useless. I tried to find ways to make those rules better, and came across a video from The Dungeon Coach (im not sure if im allowed to link the video since this is my first time making a thread, but you can find it pretty easy) about Resist X suggesting homebrew resistance rules. And I adapted that into what you can see below for both vulnerability and resistance. I think its alright but is this viable or even balanced?
I made two variations, an absolute value constant and a rolled value for each rule when I discussed it with my players and they seemed to like the version with the rolled value. Thoughts?
Damage Vulnerable X (Rolled Value)
Vulnerable X replaces damage Vulnerability of creatures and objects.
Creatures or objects vulnerable to a certain damage type are now dealt an extra amount of that damage equal to the X value of their vulnerability.
Determining Vulnerable X. To determine the vulnerability of a creature, consider the following table. Note that each creature is unique and all have different levels of vulnerability. Certain items and features can grant stacking or constant levels of Vulnerable X.
Vulnerable X
Vulnerability Type
Vulnerability Dice
Vulnerability Tier
I
II
III
1-3
Mild Vulnerability
1d4
+3
+4
+5
4-6
Very Low Vulnerability
1d6
+4
+5
+6
7-9
Low Vulnerability
1d8
+5
+6
+7
10-12
Poor Vulnerability
2d4
+6
+7
+8
13-15
Moderate Vulnerability
1d10
+7
+8
+9
15-17
Superior Vulnerability
1d12
+8
+9
+10
18-20
High Vulnerability
2d6
+9
+10
+11
21-24
Very High Vulnerability
2d8
+10
+11
+12
25-27
Extreme Vulnerability
4d4
+11
+12
+13
28-30
Lethal Vulnerability
3d6
+12
+13
+14
Example. A vampire is commonly very vulnerable to Radiant damage. Widely known to kill them easily if used. I would put this type of vulnerability as Lethal. Meaning that the Vulnerable dice of the vampire is 3d6. Choosing what tier of vulnerability a vampire has, I would say its easily tier 3 in terms of lethal vulnerability, making vampires the most vulnerable creature possible for attacks of radiant damage.
This means that a vampire has level of Radiant Vulnerable 30. When it takes any amount of radiant damage, it takes an additional 3d6+14 points of radiant damage from the same source. Or an average of 23 additional damage for every time it is hit by a radiant attack.
Damage Resist X (Rolled Value)
Resist X replaces damage Resistances of creatures and objects.
Creatures or objects resistant to a certain damage type now reduce that damage equal to the X value of their resistance.
Determining Resist X (Creatures). To determine standard resistance of creatures, it depends on the kind of creature it is. Irrespective of CR or health, a creature’s defenses are unique to what type of creature it is. However, trends are that the higher the CR of a creature, the higher level of resistance to a particular damage type it has.
Determining Resist X (Characters). To determine the standard resistance of a specific damage type for a character, things like race and class features, items, and boons are what can increase Resist X levels.
Resist X
Resistance Type
Resistance Dice
Resist Tier
I
II
III
1-3
Mild Resistance
1d4
+3
+4
+5
4-6
Very Low Resistance
1d6
+4
+5
+6
7-9
Low Resistance
1d8
+5
+6
+7
10-12
Poor Resistance
2d4
+6
+7
+8
13-15
Moderate Resistance
1d10
+7
+8
+9
15-17
Superior Resistance
1d12
+8
+9
+10
18-20
High Resistance
2d6
+9
+10
+11
21-24
Very High Resistance
2d8
+10
+11
+12
25-27
Extreme Resistance
4d4
+11
+12
+13
28-30
Inviolable Resistance
3d6
+12
+13
+14
Example. A ghost is a spectral creature that can easily pass through physical objects if it chooses to. But it can still take damage if it ends its turn inside an object, meaning it is still very much so affected by physical objects. I would put its resistance to be at the middle of Low. At a tier 2, this puts the resistance of a ghost as level 11. Or 2d4+7.
This means that a ghost has Physical Resist 11 (2d4+7). When it takes any amount of piercing, bludgeoning, or slashing damage from a non magical source, it reduces the damage by 2d4+7 points. Or an average of 11 points.
Damage Vulnerable X (Absolute Value)
Vulnerable X replaces damage Vulnerability of creatures and objects.
Creatures or objects vulnerable to a certain damage type are now dealt an extra amount of that damage equal to the X value of their vulnerability.
Determining Vulnerable X. To determine standard vulnerability of creatures, consider the formula:
Vx = (CR or Character Level + Number of Hit Dice) X Vulnerability Value
Round off to nearest whole number
Vulnerability Level
Vulnerability Value
Very Low Vulnerability
.05
.10
.15
.20
.25
Low Vulnerability
.30
.35
.40
.45
.50
Moderate Vulnerability
.55
.60
.65
.70
.75
High Vulnerability
.80
.85
.90
.95
1.00
Very High Vulnerability
1.15
1.25
1.50
1.75
2.00
Example. A vampire is a CR 13 creature with 17 Hit Dice. Inputting into the formula results into 30 multiplied by the Vulnerability Value. Considering that a vampire has a high vulnerability to Radiant damage, we take the .80 and multiply by 30. This results in 24.
This means that a vampire is Radiant Vulnerable 24. When it takes any amount of radiant damage, it takes an additional 24 points of radiant damage from the same source.
Damage Resist X (Absolute Value)
Resist X replaces damage Resistances of creatures and objects.
Creatures or objects resistant to a certain damage type now reduce that damage equal to the X value of their resistance.
Determining Resist X. To determine standard resistance of creatures, consider the formula:
Rx = (CR or Character Level + Number of Hit Dice) X Resistance Value
Round off to nearest whole number
Resistance Level
Resistance Value
Very Low Resistance
.05
.10
.15
.20
.25
Low Resistance
.30
.35
.40
.45
.50
Moderate Resistance
.55
.60
.65
.70
.75
High Resistance
.80
.85
.90
.95
1.00
Very High Resistance
1.15
1.25
1.50
1.75
2.00
Example. A ghost is a CR4 creature with 10 Hit Dice. Inputting into the formula results into 14 multiplied by the Resistance Value. Considering that a ghost has a moderate resistance to Physical damage, we take the .70 and multiply by 14. This results in 9.8, round up to 10.
This means that a ghost has Physical Resist 10. When it takes any amount of piercing, bludgeoning, or slashing damage from a non magical source, it reduces the damage by 10 points.
Wow. That is way too complicated, even by my standards, and I like things a little complicated. That means it’s gonna be waayyy too complicated for the average player.
PS- Yes, you can post a link to a video here, or even embed the video directly into your post provided it breaks none of the forum rules.
Inspired by running Icewind Dale and seeing how OP cold resistance is to those games while also noticing that vulnerabilities are also useless. I tried to find ways to make those rules better, and came across a video from The Dungeon Coach (im not sure if im allowed to link the video since this is my first time making a thread, but you can find it pretty easy) about Resist X suggesting homebrew resistance rules. And I adapted that into what you can see below for both vulnerability and resistance. I think its alright but is this viable or even balanced?
I made two variations, an absolute value constant and a rolled value for each rule when I discussed it with my players and they seemed to like the version with the rolled value. Thoughts?
Damage Vulnerable X (Rolled Value)
Vulnerable X replaces damage Vulnerability of creatures and objects.
Creatures or objects vulnerable to a certain damage type are now dealt an extra amount of that damage equal to the X value of their vulnerability.
Determining Vulnerable X. To determine the vulnerability of a creature, consider the following table. Note that each creature is unique and all have different levels of vulnerability. Certain items and features can grant stacking or constant levels of Vulnerable X.
Vulnerable X
Vulnerability Type
Vulnerability Dice
Vulnerability Tier
I
II
III
1-3
Mild Vulnerability
1d4
+3
+4
+5
4-6
Very Low Vulnerability
1d6
+4
+5
+6
7-9
Low Vulnerability
1d8
+5
+6
+7
10-12
Poor Vulnerability
2d4
+6
+7
+8
13-15
Moderate Vulnerability
1d10
+7
+8
+9
15-17
Superior Vulnerability
1d12
+8
+9
+10
18-20
High Vulnerability
2d6
+9
+10
+11
21-24
Very High Vulnerability
2d8
+10
+11
+12
25-27
Extreme Vulnerability
4d4
+11
+12
+13
28-30
Lethal Vulnerability
3d6
+12
+13
+14
Example. A vampire is commonly very vulnerable to Radiant damage. Widely known to kill them easily if used. I would put this type of vulnerability as Lethal. Meaning that the Vulnerable dice of the vampire is 3d6. Choosing what tier of vulnerability a vampire has, I would say its easily tier 3 in terms of lethal vulnerability, making vampires the most vulnerable creature possible for attacks of radiant damage.
This means that a vampire has level of Radiant Vulnerable 30. When it takes any amount of radiant damage, it takes an additional 3d6+14 points of radiant damage from the same source. Or an average of 23 additional damage for every time it is hit by a radiant attack.
Damage Resist X (Rolled Value)
Resist X replaces damage Resistances of creatures and objects.
Creatures or objects resistant to a certain damage type now reduce that damage equal to the X value of their resistance.
Determining Resist X (Creatures). To determine standard resistance of creatures, it depends on the kind of creature it is. Irrespective of CR or health, a creature’s defenses are unique to what type of creature it is. However, trends are that the higher the CR of a creature, the higher level of resistance to a particular damage type it has.
Determining Resist X (Characters). To determine the standard resistance of a specific damage type for a character, things like race and class features, items, and boons are what can increase Resist X levels.
Resist X
Resistance Type
Resistance Dice
Resist Tier
I
II
III
1-3
Mild Resistance
1d4
+3
+4
+5
4-6
Very Low Resistance
1d6
+4
+5
+6
7-9
Low Resistance
1d8
+5
+6
+7
10-12
Poor Resistance
2d4
+6
+7
+8
13-15
Moderate Resistance
1d10
+7
+8
+9
15-17
Superior Resistance
1d12
+8
+9
+10
18-20
High Resistance
2d6
+9
+10
+11
21-24
Very High Resistance
2d8
+10
+11
+12
25-27
Extreme Resistance
4d4
+11
+12
+13
28-30
Inviolable Resistance
3d6
+12
+13
+14
Example. A ghost is a spectral creature that can easily pass through physical objects if it chooses to. But it can still take damage if it ends its turn inside an object, meaning it is still very much so affected by physical objects. I would put its resistance to be at the middle of Low. At a tier 2, this puts the resistance of a ghost as level 11. Or 2d4+7.
This means that a ghost has Physical Resist 11 (2d4+7). When it takes any amount of piercing, bludgeoning, or slashing damage from a non magical source, it reduces the damage by 2d4+7 points. Or an average of 11 points.
Damage Vulnerable X (Absolute Value)
Vulnerable X replaces damage Vulnerability of creatures and objects.
Creatures or objects vulnerable to a certain damage type are now dealt an extra amount of that damage equal to the X value of their vulnerability.
Determining Vulnerable X. To determine standard vulnerability of creatures, consider the formula:
Vx = (CR or Character Level + Number of Hit Dice) X Vulnerability Value
Round off to nearest whole number
Vulnerability Level
Vulnerability Value
Very Low Vulnerability
.05
.10
.15
.20
.25
Low Vulnerability
.30
.35
.40
.45
.50
Moderate Vulnerability
.55
.60
.65
.70
.75
High Vulnerability
.80
.85
.90
.95
1.00
Very High Vulnerability
1.15
1.25
1.50
1.75
2.00
Example. A vampire is a CR 13 creature with 17 Hit Dice. Inputting into the formula results into 30 multiplied by the Vulnerability Value. Considering that a vampire has a high vulnerability to Radiant damage, we take the .80 and multiply by 30. This results in 24.
This means that a vampire is Radiant Vulnerable 24. When it takes any amount of radiant damage, it takes an additional 24 points of radiant damage from the same source.
Damage Resist X (Absolute Value)
Resist X replaces damage Resistances of creatures and objects.
Creatures or objects resistant to a certain damage type now reduce that damage equal to the X value of their resistance.
Determining Resist X. To determine standard resistance of creatures, consider the formula:
Rx = (CR or Character Level + Number of Hit Dice) X Resistance Value
Round off to nearest whole number
Resistance Level
Resistance Value
Very Low Resistance
.05
.10
.15
.20
.25
Low Resistance
.30
.35
.40
.45
.50
Moderate Resistance
.55
.60
.65
.70
.75
High Resistance
.80
.85
.90
.95
1.00
Very High Resistance
1.15
1.25
1.50
1.75
2.00
Example. A ghost is a CR4 creature with 10 Hit Dice. Inputting into the formula results into 14 multiplied by the Resistance Value. Considering that a ghost has a moderate resistance to Physical damage, we take the .70 and multiply by 14. This results in 9.8, round up to 10.
This means that a ghost has Physical Resist 10. When it takes any amount of piercing, bludgeoning, or slashing damage from a non magical source, it reduces the damage by 10 points.
Wow. That is way too complicated, even by my standards, and I like things a little complicated. That means it’s gonna be waayyy too complicated for the average player.
PS- Yes, you can post a link to a video here, or even embed the video directly into your post provided it breaks none of the forum rules.
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