I know rules as written are a no on doubling up on resistances. I think if it were long term it would be harder to say yes to, but I have been wondering about shorter term instances. If it were an ability or spell that only lasted for a little bit rather than statically on the character. Either having it reduce down to quarter damage, or possibly having it grant immunity, or something else. What have others done in this regard outside of saying resistances don't stack?
Post by dmslythytoves on May 17, 2022 13:44:38 GMT
I like the timed effect. You can get a feel of this from most video games, but the two that come to mind in terms of FEELING intense are Halo with the Overshield and Minecraft with potions. Both of them have a limited time effect, and if you use that time effectively, you can get a lot done. But there's always that adrenaline that kicks in as you know, any second now, you could start taking massive damage.
My thinking then, as a mechanic in-game, is whatever the source (magic item, consumable, or spell effect) has a limited time. From there, I'd have to massage the usage in game to get a feel for what works. Is it lasting too long and breaking combat? Is it too short, and effectively useless?
With the RAW, a minute in combat lasts a long time, so even a short effect could be huge! What if we create some of that "Oh no, my shield is about to run out!" feeling by having the DM/GM roll behind the screen to see how long the extra resistance lasts?