Damage Immunity on the Alchemical/Herbal Apparatus

Started by Egon the Monkey, October 28, 2010, 11:34:28 PM

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Egon the Monkey

Because it's always interesting when you think "Oh, what happens when I use this offensive device on the experime.... Oh. It blows up the table". Assuming you're firing them "into the pot" or like for scribing, it probably shouldn't do this. The table's only got about 17 HP. I'd suggest immunity to all non-physical damage types so it can't be exploded by experimenting, but can be smashed if it's in the way. Or make it plot and let everyone have a player tool to destroy it?

Seanzie

Or maybe. Adding an item that can be used as a reagent that makes it immune to a certain type of damage. So then you could add a whole new type of reagent that sells for not to high but is worth it.

Damien

it represents how volatile a kit actually is and also prevents people from easily working out recipes

Egon the Monkey

Exactly. Recipes shouldn't be ruled out because they'll often do enough damage to wreck the placeable. Example: Table's got 15-17 HP. Inflict Serious Wounds is 3d8+level damage. It'll almost inevitably blow it up, and it's *more* likely to be a waste for higher levels. Johannes made the system so there are pretty much unlimited ways of making any given item, but some spells are ruled out as components because they will explode the kit despite being accepted as ingredients.

This seems far more likely to be an oversight than a feature, or a way of stopping the kits from being used as barricades.

Nightshadow

Make it so that if they're ever bashed, by anyone, the table is automatically dismantled, regardless of how much damage is done. But besides that, make them invulnerable so that you can cast whatever spell you want on them.

Egon the Monkey

[Bump]
It's not like you can give the table damage immunity with spells, as far as I can tell.

The Crimson Magician

base race: rakshasa: immunity to level 8 and below spells