That’s a lot to handle And if it’s your first time DMing, the concept of Resistance, Vulnerability, and. Chromatic Orb, for example, can deal 6 different damage types. When opening up a spell list in Dungeons & Dragons 5E, you may find that there’s a ton of different damages. The creature has Resistance to all damage.Dungeons & Dragons 5E Damage Types Damage Types in 5E. Likewise, the impact of a "spiritual mace" would be the similar to a regular mace (even if stronger).If multiple effects impose the same condition on a creature, each instance of the."Sonic" damage might be a better choice.Charm and therefore the charmed condition is pretty weak in 5e. In addition, people might find the thunder/lighting separation confusing (here is one example). Maybe the distinction would make sense in real life, but in 5e thunder damage doesn't hurt your eardrums, and even a grenade does not cause thunder damage. It deals "concussive" damage - like a mace, but more diffuse I'd guess - but this damage is caused by a burst of sound.Some creatures are resistant to thunder damage, but most of these are ALSO resistant to bludgeoning for non-magical weapons. There are not many monsters that are susceptible or resistant to bludgeoning or force. You are cured of 1 condition of your choice currently afflicting you and gain 10.As for monsters. Stone weapons cost 50 less than their listed price in the core Fifth Edition rules.The 5e rogue capitalizes on this fact, dealing their best damage when. On a failure, the stone weapon becomes broken. When an attacker rolls a natural 1 on an attack roll using a stone weapon, it rolls an attack roll against AC 12.
Condition Dmg 5E Manual Of ArmsMeanwhile acid all you can do is splash it on someone and see how much damage it does. D&D doesn't handle this great but with a little home brewing you can design unique poisons that require ingredients and condition under which it will take effect to do a unique type of poisonous attack. Poison on the other hand works differently, poison has a certain chemical reaction which will be triggered by certain environments which will in turn cause the damage. Acidity melts immediately and works on the fact that something's properties are acidic which indeed makes it corrosive. You are not on fire after receiving too much fire damage, and you're not even poisoned if you take poison damage.In short, if you NEED to use damage types, you could probably fold thunder and force into bludgeoning, making the game simpler and losing very little in the process.Alternatively, you could USE damage types to do things (for example, making bludgeoning better against heavy armor), but that would make the game more complex.The "middle ground" of "we have many damage types, but they rarely DO anything" seems like a bad choice for me.UPDATE (): I released a book ( 5e Manual of Arms: Weapons) that, among other things, tries to differentiate between bludgeoning, piercing, and slashing damage - see below!Well here's the thing about making Acid and Poison "Corrosive" damage, its really not the same. There is no difference in criticals, types of armor (unless magical), and so on.![]() (A case might be made for distinguishing between "pressure wave" sonic attacks and "vibratory" sonic attacks, but I'm not sure D&D is the right game for those distinctions.)While we're at it, I'm not really a huge fan of radiant and necrotic damage, both because they're kind of ill-defined (being more thematic concepts than descriptors of physiological harm), and because they're (usually) wedded to D&D's "objectively real" moral paradigm (although 4e did an interesting thing by connecting radiant damage to star pact warlocks).Anyway, I'm really into the idea of making damage types matter as more than just keywords to trigger other mechanics. And, like you've said, thunder damage usually seems like bludgeoning, too. For example: disintegration effects.I kind of feel like raw magic damage might just be called "arcane damage", and the kinetic energy stuff seems to very clearly be bludgeoning. Green lantern stuff, really.* Finally, it's a catch-all for any damage that's pretty much not resisted by anybody. In 5e (ever inclusive of past editions' ideas!), it has snowballed up a few different identities which seem pretty fundamentally different.* It's the "raw magic" damage type, dealt by things like magic missiles and eldritch blasts, where it's not really clear what kind of physiological harm is actually being done.* It's the "force fields and kinetic blasts" damage type, which you might suffer when smacked by Bigby's hand or a spiritual weapon. DeleteHeya! So I've been thinking about this damage type stuff for a while.Force damage is a weird concept, and has kind of varied in definition throughout the editions in which it has occurred. Poison damage crits, naturally, could cause the Poisoned condition (Con save ends, probably). Maybe bludgeoning crits daze a target, making it Incapacitated for a single round. Maybe crits that cause fire damage cause the target to burn for additional damage on subsequent rounds unless they spend an action to extinguish themself. Android device emulator macDamage types are important, particularly in spells that might not have a given damage type in their name, or might otherwise be misleading. Reply DeleteI'm not totally sure where to start. Acid and fire damage probably make somebody a lot harder to resurrect.Apologies for the huge comment! Like I said, I've been thinking about this stuff a bit. Maybe arcane damage (if that's a thing, 'cause I think it should be) gets you a roll on some table of random magical effects, potentially petrifying or exploding or mutating its victims. Maybe only bludgeoning damage gives the attacker the option to render a target unconscious rather than dead. Cdc serial driver lenovo a7000There's really no distinctiveness at all.A good solution for this would be to make certain Schools/Domains of magic do exclusively certain damage types, and cause exclusively certain conditions/effects.and that there is NEVER overlap of any kind between them. And even then, Force is meant less to be about physical impact, and more about raw magic power that has no "type".Part of the problem is actually not in the damage types, but in the inconsistent categorization of spells in the game, and the absurd amount of overlap in what various spells do. But out of all of them, that's about it. Like in your 3rd sentence you contradict your argument on your 2nd sentence. Reply DeleteLove the way you write and I learn a lot with your post but I got a say you got a little lost in some points. It would even make specialist wizards unique from one another for a change.It would also solve a lot of the problems of damage types being identical, as they could be consistently and exclusively combined with specific conditions or effects that both thematically and mechanically compliment one another.What you described is just a few symptoms.not the causal problem. Speed, initiative, bonus actions and the action ec. And again when you mentioned ".weird distinctions, like in skeletons.", It is only weird cause you put them (bludgeoning, thunder & force) in the same sack previously, since skeletons are just bone it makes sense they are "susceptible" to bludgeoning but not to thunder there is nothing more than a "loud noise" or force couse it's a magic effect that can (like you said) look a lot like bludgeoning damage, but not always.Still, thank you so much for your post i really appreciated and it was very useful. Maybe an arrow wouldn't be that great or a rapier if you used it like in D&D (piercing) but once again even a rapier would do a good job in real life.
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