Greywander
2021-12-11, 09:02 PM
A while back I posted a thread (https://forums.giantitp.com/showthread.php?637633-Major-and-minor-vulnerability) about breaking resistance and vulnerability up into minor/moderate/major categories, so that there was some degree of gradation instead of a simple binary yes/no. Part of the idea was that minor resistance would be easier to implement into player options, since it would be less strong than normal resistance, while still giving you a bonus and fitting to a theme. But the general consensus of that thread was that this was probably more trouble than it was worth.
So I was thinking that perhaps an acceptable alternative would be to combine damage reduction with resistance to approximate "minor" and "major" variants of resistance. Damage reduction with no resistance would be the "minor" version, while using both together would get you the "major" version, and resistance by itself would continue to fill the "moderate" version. With this in mind, it makes sense to tweak the rules regarding damage reduction and resistance such that the damage reduction gets applied after resistance.
Then there's the question of how to implement the damage reduction itself. We could just give a flat number, potentially giving more or less to certain creatures, races, or classes, but it might make more sense in the context of 5e to stick with a binary yes/no implementation: you either have damage reduction, or you do not. With that in mind, damage reduction should probably scale as you level up, and using proficiency bonus seems like the simplest way of implementing that. Now, there is an issue with damage reduction, and that's that it can potentially reduce the damage to 0. That's why HAM is such a strong feat on a 1st level variant human; a lot of the monsters you face at 1st level can have their attacks mostly or completely nullified by HAM. So instead of using flat proficiency bonus, it might make more sense to use proficiency dice, scaling from 1d4 at +2 up to 1d12 at +6 (not sure what to do for monsters with +7 to +9, though; maybe just 1d20 for +7 and up?). That way, you still have a chance of rolling low and taking damage, even from a weak attack.
So to summarize, if you had a trait that gave damage reduction against a specific damage type, that reduction would start at 1d4 at 1st level, and increase one die size every time your proficiency bonus increases, up to 1d12 at 17th level. If you also have resistance, then resistance applies first, then the remaining damage gets further reduced. This allows us to simulate differing levels of resistance. It might make sense to give this form of damage reduction its own special name, e.g. "fire protection", "cold protection", etc.
I was also thinking about how this might also be applied to vulnerability. We could apply the exact same logic, but in reverse: instead of reducing damage, the damage gets increased (if damage reduction is "protection", lets call this "weakness"). It also makes sense for this increase to happen before vulnerability is applied, so that if you're also vulnerable, then that damage increase gets compounded. One big problem, though, is the scaling. It doesn't make sense for a weakness to scale as you level up. However, it might make sense for it to scale as your opponent levels up. So the damage increase might relate to the attacker's proficiency bonus. The only problem with that is that it isn't clear how non-creature damage sources should be handled, e.g. traps or environmental hazards. So perhaps a better way to handle it might be to apply +1 damage per damage die (minimum of +1, e.g. for flat damage with no dice). This means a creature with fire weakness would be taking +8 extra damage from Fireball, for example, which would get doubled if the creature was also vulnerable.
Does this seem simpler and easier to use? Would you be interested in using these? Obviously this would pretty much only apply to homebrew, since official material isn't going to be using these, but you can make your own tweaks to existing monsters or races as you see fit.
So I was thinking that perhaps an acceptable alternative would be to combine damage reduction with resistance to approximate "minor" and "major" variants of resistance. Damage reduction with no resistance would be the "minor" version, while using both together would get you the "major" version, and resistance by itself would continue to fill the "moderate" version. With this in mind, it makes sense to tweak the rules regarding damage reduction and resistance such that the damage reduction gets applied after resistance.
Then there's the question of how to implement the damage reduction itself. We could just give a flat number, potentially giving more or less to certain creatures, races, or classes, but it might make more sense in the context of 5e to stick with a binary yes/no implementation: you either have damage reduction, or you do not. With that in mind, damage reduction should probably scale as you level up, and using proficiency bonus seems like the simplest way of implementing that. Now, there is an issue with damage reduction, and that's that it can potentially reduce the damage to 0. That's why HAM is such a strong feat on a 1st level variant human; a lot of the monsters you face at 1st level can have their attacks mostly or completely nullified by HAM. So instead of using flat proficiency bonus, it might make more sense to use proficiency dice, scaling from 1d4 at +2 up to 1d12 at +6 (not sure what to do for monsters with +7 to +9, though; maybe just 1d20 for +7 and up?). That way, you still have a chance of rolling low and taking damage, even from a weak attack.
So to summarize, if you had a trait that gave damage reduction against a specific damage type, that reduction would start at 1d4 at 1st level, and increase one die size every time your proficiency bonus increases, up to 1d12 at 17th level. If you also have resistance, then resistance applies first, then the remaining damage gets further reduced. This allows us to simulate differing levels of resistance. It might make sense to give this form of damage reduction its own special name, e.g. "fire protection", "cold protection", etc.
I was also thinking about how this might also be applied to vulnerability. We could apply the exact same logic, but in reverse: instead of reducing damage, the damage gets increased (if damage reduction is "protection", lets call this "weakness"). It also makes sense for this increase to happen before vulnerability is applied, so that if you're also vulnerable, then that damage increase gets compounded. One big problem, though, is the scaling. It doesn't make sense for a weakness to scale as you level up. However, it might make sense for it to scale as your opponent levels up. So the damage increase might relate to the attacker's proficiency bonus. The only problem with that is that it isn't clear how non-creature damage sources should be handled, e.g. traps or environmental hazards. So perhaps a better way to handle it might be to apply +1 damage per damage die (minimum of +1, e.g. for flat damage with no dice). This means a creature with fire weakness would be taking +8 extra damage from Fireball, for example, which would get doubled if the creature was also vulnerable.
Does this seem simpler and easier to use? Would you be interested in using these? Obviously this would pretty much only apply to homebrew, since official material isn't going to be using these, but you can make your own tweaks to existing monsters or races as you see fit.