Heathansson |
Yeah.
"resistance to fire 12" means this:
somebody hits you with a fireball. After saving throw, the fireball does.....let's say 20 h.p. in damage.
Since you have resist fire 12, then you only take 8 h.p.
Now, a rakshasa has DR 15 good and piercing.
Somebody hits a rakshasa with a +2 battleaxe that does.....20 h.p. in damage. It's not a good weapon, it's not a piercing weapon. The rak takes 5 h.p. in damage.
NOW, somebody gets out a crossbow bolt which is a piercing weapon that's been hit with an align weapon spell by a cleric who aligned it to good.....it does normal damage to the rakshasa.
Damon Griffin |
Element resistance allows a character/creature to ignore the first "x" number of points worth of damage it takes from an attack of that type.
For example, if a creature with Fire Resistance 10 gets hit with a spell that does 5d6 fire-based damage, the damage roll might indicate 18hp of damage; the creature ignores the first 10 and is subject to the remaining 8 points. (If the spell allows a Reflex save for half, the creature could make its save and take only 4 points.)
DR is somewhat similar in that it allows the creature to ignore the first "x" points worth of damage, but instead of protecting only against a certain type of damage (i.e., fire) it protects against hit point damage from any source except the one specified, which bypasses it entirely.
So if you have DR 5/silver, a silver weapon inflicts normal damage, just as if you had no DR at all; any weapon that isn't silver still rolls its normal damage, but the target ignores the first 5 points worth.
Heathansson |
if there's two types and it says "good or cold steel," like I think some devils do, then just one.
if there's two types and it says "good and piercing" like the rakshasa does, then you need both.
I think werecreatures take silver, whereas vampires take "silver and magic" so you'd need a magic silver weapon to bypass the DR.
THEN, there's some things (can't think of any right now, besides higher level barbarians) that say DR5/- which means dr 5 to every weapon no matter what it's made of.
Charlie Bell RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16 |
For example, if a creature with Fire Resistance 10 gets hit with a spell that does 5d6 fire-based damage, the damage roll might indicate 18hp of damage; the creature ignores the first 10 and is subject to the remaining 8 points. (If the spell allows a Reflex save for half, the creature could make its save and take only 4 points.)
That's not right. You make the save and half the damage before you apply resistances. If the creature with fire resist 10 made its save vs. 18 points of fire damage, it wouldn't take any damage at all. 18, save for half is 9, -10 fire resist is less than 0, so no damage.
Rezdave |
Another point on DR, magic weapons with high + on them can bypass some DR. There is a chart somewhere in the book that gives all the details on that.
This is a Pathfinder rule and does not apply to 3.x or OGL (which this forum is).
The main problem with 3.x DR is that characters tend to carry around a "golf-bag full of weapons" to overcome all the various DRs they might meet.
PF got around this by saying "if a weapon is +3 then it also beats DR/XX and if +4 then also DR/YY and if +5 then also DR/ZZ". It's simply and easy to design and publish, but it doesn't make a lot of people happy (including J. Jacobs himself).
I'm currently working on an alternate system that I might post in the HR forum down the road. However, I won't confuse the issue here.
FWIW,
Rez
mrcarter11 |
Well, to clear things up a bit. I meant 3.5, I have all the core books and almost every 3.5 supplement. Just no one where I leave plays, so I don't ever get to play.
And now I have to ask, who is right? Does that save for half damage come first or last.
And if people are in such a kind mood, can I throw spell resistance out there too?
andrew dockery |
spell resistance works like this (in 3.5)
Its like rolling an attack only you use your caster level instead of BAB.
so 1d20+caster level, if you meet or beat the SR your spell affects the creature.
(and of course vice versa is true if you are the one with SR the creature will have to roll 1d20 and add its caster level if it roll high enough its spell will affect you)
So if your a level 4 Wizard and you cast charm person on some one with spell resistance 15. you roll 1d20+4 (your caster level) if the total is 15 or higher then the person is charmed (if they dont make the will save). Note that there are a few feats that will give you additional bonuses against SR such as spell penetration.
One thing to remember is not all spells are subject to SR if you look in the description of the spell in question there will be an entry that says Spell Resistance: yes (or no) if yes that spell is subject to SR if no then its is not subject.
Kthulhu |
The easiest way to think about is is this:
Resistance tells what a character does NOT take damage from. So if a character has Fire Resistance 5, then it ignores the first 5 points of fire damage.
Damage Reduction tells what a character DOES take damage from. So if a character has DR 5/Blunt, the he ignores the first 5 points of all damage that isn't classified as Blunt damage.
mrcarter11 |
Ok, I brought this back.. Cause I have a new question.. So when dealing with a binder.. His ability pact augment, now he gains additional picks at higher levels.. But the question is, lets say a level 20 binder, binds all 4 vestiges for the day. And he picks DR as his augment every time. Does he DR 5/- or DR 20/-.. It came up in a game I'm playing.. The DM says one thing, the players says another.. Looking for input.
Rezdave |
lets say a level 20 binder, binds all 4 vestiges for the day. And he picks DR as his augment every time. Does he DR 5/- or DR 20/-
Haven't dealt with Binder before, but just reviewed it in ToM. The text is pretty clear.
First, it's 5 and not 4 bindings/augments at 20th level.
Second, they are DR 1/- each and stack for a total of 5/-.
Note that the chart is quite clear that it's DR 1/- per augment, and the example in the text of a 16th level Binder using the DR function twice is 2/-.
Whoever is saying DR 20/- (really he should be 25/- in his argument) is upgrading each augment to 5/- for his level and then stacking them, which is incorrect. The text and example are clear that it is 1/- per augment with additional augments stacking, but there is no scaling by level.
HTH,
Rez
mrcarter11 |
Ok, thanks and rez.. I didnt screw up any math. Level 20, 5 augments.. Which if he picked DR every time would be DR 5/-, which I have listed. He can bind 4 different vestiges every day at that level.. So my math is right.. The player thought at level 20, when he binded the first vestiges of the day, he got 5 augments, and then when he binded the second, he got 5 more.. So if he binded all 4 for the day, it would be DR 20/- by his math..
Orthos |
And the in book description does not help.. Because it only says it for binding a single vestige.. Not if he binds more then one that day.
All augments are assigned when the first Vestige of the day is bound. They're a separate class ability, not directly tied to the number of Vestiges he has active, except for the requirement that he have at least one bound.
Rezdave |
... and rez.. I didnt screw up any math
Okay ... this is the second time I've deleted a reply just before posting in order to completely re-write it due to reading the rules in more detail.
As I said, I've not dealt with Binders before, hence my errors in understanding a few things. The more I read, the more I'm not sure I like them mechanically. Either way, parts of the rules are poorly (or at lest unclearly) written.
That said, I retract my previous statements, but now have to go +1 on Orthos.
Binding vestiges and Augmenting Pacts seem to be two different abilities, and I don't see anywhere in the rules that is says that bindings are augmented individually. In other words, you have a maximum of 5 total augments, rather than 5 augmentations of each of 4 bindings.
I've double-checked the stats of the sample Binder on p.16 and it's pretty clear that his selection of +5 hp and +1 Saves is only applied once, despite the fact that he has 2 vestiges he can bind daily. So augments apply separately from bindings rather than repeating with them.
DR 5/- is the maximum possible, and much more balanced besides.
Sorry about my previous misunderstanding,
Rez
P.S. I might have to disagree with Orthos about the DR not stacking with other sources. It's an untyped bonus, so if it doesn't stack then the untyped bonus HP shouldn't stack with other bonuses, such as spells that increase CON or temporary HP. IMHO it stacks with everything, so if you get DR 5/magic from a buff spell or potion or something, then you have DR 10 / (5 magic) and a partial bypass.
Orthos |
P.S. I might have to disagree with Orthos about the DR not stacking with other sources. It's an untyped bonus, so if it doesn't stack then the untyped bonus HP shouldn't stack with other bonuses, such as spells that increase CON or temporary HP. IMHO it stacks with everything, so if you get DR 5/magic from a buff spell or potion or something, then you have DR 10 / (5 magic) and a partial bypass.
You're probably right. Unfortunately I posted this too late to blame still being semi-asleep ;)
Having DMed several Binders and played one myself, they're actually not that much of a headache... the design is pretty straightforward, I'm curious what parts are confusing.