MagicalMaster wrote...
ShaDoOoW wrote...
Don't think and reason anything based on name or ILR physic, when there are open rules for this game (or actually the game NWN was based on): Hellball - http://www.d20srd.or...ls/hellball.htm
You missed my point. I am *deliberately* changing it away from the Fire/Acid/Sonic/Electric damage. My whole goal is to NOT use those damage types. The average Hellball damage per element is 35 on a failed save. Energy Buffer will thus result in 0 damage from Hellball most of the time. A potion or wand of Protection from Elements will result in 5 damage per element, or 20 damage total. Some people even add in Cold damage to Hellball just so it includes every "element" but that suffers from the exact same problem.
Hardly some devastating epic spell with a level 3 spell can reduce its damage to 20 on a failed save. Not even factoring in damage immunity or resistance on gear.
Yes i know about this problem, but the problem isn't in hellball but in the Bioware implementation of the elementar protection spells which doesn't match the PnP.
Anyway, I only reacted because you used the magic formula that is abused by HCRP builders "it should do this because name suggest it / it should do this because in ILR it works this way" so I considered important to remind that these things aren't made up but given by the Dungeons and Dragons rules.
If you know about it, and you considered that the intented way doesn't suit your environment, then its none of my bussiness, just don't hide it under ficticious reasoning.
Modifié par ShaDoOoW, 05 septembre 2013 - 10:55 .