<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=108866.msg4745548#msg4745548">Quote from: Black Howling on 05-06-2011, 23:40:03</a></div></div><blockquote class="bbc_standard_quote">Resistance 5 to fire, cold, and electricity make him all but immune to the beginning magics. Take in effect that the average damage of a 3d4 burning hands is 7; considering the tiefling most likely makes his save. That did nothing, every other member of the group beside the rogue would have been damaged. They ARE more potent then the base races, which is why you have ask to first. :-)<br/><br/>Like I said, not an issue if you use the balance methods. But that takes extra planning, and I already had enough of that on this game.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Most of my encounters wound up being poison, force bolts (magic missiles) or.. shudder.. negative energy channelled. Those suck. A LOT. Guess it comes down to GM preference on what they use. Acid, Poison and Negative Energy are that gm's choices usually.