My long suffering page followers were hit with a barrage of COME WATCH MY STREAM posting (and indeed you should) while I played For The King, specifically their Frostbite Mountain adventure. I had a great time, and it scratched my D&D itch to boot. I’ve been thinking over a lot of the items, skills, spells, and in particular status effects. Video games are better equipped to handle a multitude of status effects than your average RPG by far. You have more time to engage with the game than if you were depending on scheduling something out with your friends, the game adjudicates the status effect’s impact on gameplay by way of the developers coding, etc.
Status Effects in RPGs depend on the players to properly adjudicate the effect, and the DM in particular. So, status effects need to be clear on how they impact the game, concise in their clarification, and from a mechanical perspective can’t bog down the game. This lends to fewer status effects that are featured in a multitude of spells and abilities. The interesting variation comes not from several different iterations of the same status effects, but the twists and circumstances of the individual skill or spell that produces it. I see plenty of requests for new abilities and even spells, but very few for new effects, and in all honesty that’s probably for the best when it comes to your average homebrew designer,
I’m not that designer. Also, a new status effect is more of a tool specifically for people creating content, seeing as you need some sort of delivery system for a status effect to even come up in the game. When considering what I wanted out of a new status effect, I decided on a damage boost (against the target effected).
So here it is.
Frozen: The target is vulnerable to the next damage it takes.
There’s a few issues with this, but let me hit you with the inspiration. “Frozen” in For The King causes the target to suffer an additional 25% damage. Now, vulnerable obviously deals an additional 100% damage. Frozen in FTK lasts for more turns, but that’s besides the point. I don’t need to duplicate it to the exact.
First, the question of Resistances and Immunities. I need to include a small disclaimer of those. I could simply say that it has no effect if the target is immune to the damage type. I could assume the game master is happy to make a target normally resistant take normal damage. Applying vulnerability to a creature normally resistant to an effect isn’t something people normally need to deal with. As a matter of fact, I don’t think that situation has existed even as a possibility until the release of Xanathar’s Guide to Everything, with the addition of the Grave Cleric. Its channel divinity feature makes the creature targeted vulnerable to the next attack against it. Do resistance and vulnerability cancel each other out? I certainly think so, and I’m sure everyone I play with would agree.
That’s not quite my standard for placing caveats in my design. If I can clear things up without inflating the word count too much, to me that’s preferable than any unnecessary amount of confusion. The questions Mearls and Crawford in particular have to suffer shows it doesn’t hurt to include some extra clarification.
Frozen: The target is vulnerable to the next damage it receives. If the target would normally be resistant to the damage, it instead loses its resistance to that damage. If the target would normally be immune, it takes no damage.
Not too bad! We should fix two last things. First, “Frozen” is probably a bad name for the status effect. It’s a port from something else; D&D has a ton of monsters to use. While it makes sense in the context of For the King, there’s no specific relation to ice or frost here. Next, the last sentence on immunity sounds redundant, so we’ll change it up.
Weakened: The target is vulnerable to the next damage it receives. If the target would normally be resistant to the damage, it instead loses its resistance to that damage. Targets which are immune to the damage suffer no effect.
Now we’re cooking with gas! Weakened makes far more sense when it comes to the effect. I don’t have to worry about any dissonance between the condition’s name and its effect on a creature like Frost Giants or Rhemorazes. This should provide some interesting levers to play with when designing homebrew content. In fact, I have to make a magic bow for Kevin’s new character.
Might see some use!