Collectively from both possible racial traits and class features, what should the maximum number of immunities and resistances each be?
If an immunity or resistance is broad or abstract in its protection, e.g., immune to control effects, immune to effects that steal your turn, immunity to curses, immunity to specific curses, resistant to exhaustion, etc.; then how many of these types of immunities or resistances should a character be allowed to have before it's broken?
Could including a few vulnerabilities balance out the character if they have a few too many immunities or resistances? What should the balanced proportion of immunities to resistances to vulnerabilities be for characters?
When player characters are too extreme for either strengths, weaknesses, or both, the game risks becoming unbalanced and unplayable over the long run.
Broad resistances are common and workable, such as Barbarian's Rage, or a Mantle of Magic Resistance, but as soon as permanent immunity comes into the picture, some encounters become trivialized.
However, if you give a race the ability to activate limited immunity, then the DM can plan accordingly. 1 minute of fire Immunity isn't going to allow the party to bullrush an adventure in the Plane of Fire.
100% not true: the "mindless rage" feature makes berserker barbarians unaffected by charmed and frightened conditions while raging; monks are immune to poison, disease and magical ageing effects; Circle of the land druids are immune to poison, disease and being charmed or frightened by elementals or fey; paladins are immune to disease and can't be frightened while conscious, and oath of devotion paladins can't be charmed while conscious or be charmed, frightened or possessed by fey, aberrations, celestials, fiends, undead or elementals. Also, the fey ancestry racial trait makes elves immune to being put to sleep by magic.
A tiefling Storm Soul Sorcerer that takes the Infernal Constitution feat has resistance to Cold, Fire, Poison, Lighting, and Thunder damage and will eventually gain immunity to the last two. Short of multiclassing, there aren't many options for getting more always-on resistances to damage than that. And most multiclass combos that give resistance to a different damage type than one of those are going to wind up being MAD.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
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Collectively from both possible racial traits and class features, what should the maximum number of immunities and resistances each be?
If an immunity or resistance is broad or abstract in its protection, e.g., immune to control effects, immune to effects that steal your turn, immunity to curses, immunity to specific curses, resistant to exhaustion, etc.; then how many of these types of immunities or resistances should a character be allowed to have before it's broken?
Could including a few vulnerabilities balance out the character if they have a few too many immunities or resistances? What should the balanced proportion of immunities to resistances to vulnerabilities be for characters?
When player characters are too extreme for either strengths, weaknesses, or both, the game risks becoming unbalanced and unplayable over the long run.
Broad resistances are common and workable, such as Barbarian's Rage, or a Mantle of Magic Resistance, but as soon as permanent immunity comes into the picture, some encounters become trivialized.
However, if you give a race the ability to activate limited immunity, then the DM can plan accordingly. 1 minute of fire Immunity isn't going to allow the party to bullrush an adventure in the Plane of Fire.
Immunities are really for NPCs and monsters.
100% not true: the "mindless rage" feature makes berserker barbarians unaffected by charmed and frightened conditions while raging; monks are immune to poison, disease and magical ageing effects; Circle of the land druids are immune to poison, disease and being charmed or frightened by elementals or fey; paladins are immune to disease and can't be frightened while conscious, and oath of devotion paladins can't be charmed while conscious or be charmed, frightened or possessed by fey, aberrations, celestials, fiends, undead or elementals. Also, the fey ancestry racial trait makes elves immune to being put to sleep by magic.
A tiefling Storm Soul Sorcerer that takes the Infernal Constitution feat has resistance to Cold, Fire, Poison, Lighting, and Thunder damage and will eventually gain immunity to the last two. Short of multiclassing, there aren't many options for getting more always-on resistances to damage than that. And most multiclass combos that give resistance to a different damage type than one of those are going to wind up being MAD.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.