Energy types


Prerelease Discussion


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One thing I'd like to see from PF2 is for the energy types in spells, items and monsters be more evenly distributed, and for special effects related to them to be more consistently applied. Is that something that can happen, please?

So say each energy type has consistent effects on a critical hit. For example, fire effects like a Fireball or a Flaming Weapon always inflict Burn. It's okay if non-damage effects for a given element are different from each such that they are weaker at lower spell / monster levels and stronger at higher levels, such as a lightning effect causing flat-footed at low levels and stun at high levels, as long as they're consistent about it.

Likewise, are there passive benefits to choosing effects of a given energy type? Does lightning always have a better chance to hit / inflict a penalty to saves when used against someone wearing metal armor? Does sonic/thunder/concussion/whatever damage always do more against constructs and objects? If these are things that always happen, we can build them right into the description of the energy types in the rules, instead of having to constantly remember to spell them out in every spell and monster description and then being inconsistent with all the times we forget.

And like I mentioned, have some more parity in all the non-fire energy types showing up more often this time. You shouldn't have to have sonic damage always being a die step lower and having weaker failed-save effects just because resistance to it is less common. If it's roughly as common as lightning or acid, and resistance to it is also roughly as common as resistance to lightning or acid, then it can operate at full equivalency to these other elements.

On the flip side, let's see less random immunities to elements. Bones get brittle in the cold so why the heck are liches just randomly immune to cold? Why are demons and archons immune to electricity? What about being an angel makes you immune to acid, cold and petrification? Who the heck knows? Let's clean this up and get rid of every random immunity please. Give resistances to individual creatures where appropriate but do not just build them into creature types and subtypes... with the obvious exception of the elemental subtypes like Fire.


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Not sure if I feel as strongly about all of that as you, but this reminds me I'd like to see Positive/Negative Energy Elementals in Bestiary 1.


I hope the actual element of your spell is generally less important this edition

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