Immunity to a form of damage in D&D has serious implications.
Monsters have a host of vulnerabilities, resistances, and immunities, but the in-world implications for player characters with those same resistances are tremendous.
Fire immunity might also mean not comprehending how dangerous flames really are. A smith immune to fire might happily reach into forges to manage their tools, but the forge would be so hot no one else could go near it. And characters who need to dry off could simply stand in the middle of a blazing campfire.
Fire immunity includes heat, from the sun and elsewhere. A character might walk fully-clothed in the desert under steaming armor; unless you rule that fire immunity doesn't free you from sweating. And you probably can't ever get a tan.
Similarly, cold beings might not even consider needing a roof on their homes. Like questions around fire, freezing cold water might not even be uncomfortable.
The other cold threat is hypothermia from freezing cold water. A cold-immune character could theoretically swim as long as their endurance allows, unconcerned about being in the water for hours on end.
All these changes make for a character who is dangerously out of touch with what normal humans care about. Does that make him clumsier than his peers? And would physical violence be more or less of an option when you know most things can't hurt you?
Immunity to necrotic damage rests largely with the game master's perspective on how the damage is represented. If it represents decay, creatures immune to it might be immortal. Necrotic damage is sometimes represented as serious wounds, in which case the risk of infection wouldn't be a concern.
Similarly, psychic immunity implies a sort of mental protection and clarity of focus. Creatures immune to psychic damage might never lose their concentration, reading books for hours; or maybe it makes them so utterly focused that they cannot be dissuaded from any task, or accept any criticism.
Your Turn: How do you deal with immunities in a character's daily life?
Monsters have a host of vulnerabilities, resistances, and immunities, but the in-world implications for player characters with those same resistances are tremendous.
Fire Immunities
Probably the most obvious application to a creature immune or resistant to fire is that flames are no longer a threat. Fire was a serious concern for many reasons in medieval-era villages, but a character immune to fire might not consider them. There's an open question if immunity means inability to sense heat -- does an immune character care about how hot their morning coffee is?Fire immunity might also mean not comprehending how dangerous flames really are. A smith immune to fire might happily reach into forges to manage their tools, but the forge would be so hot no one else could go near it. And characters who need to dry off could simply stand in the middle of a blazing campfire.
Fire immunity includes heat, from the sun and elsewhere. A character might walk fully-clothed in the desert under steaming armor; unless you rule that fire immunity doesn't free you from sweating. And you probably can't ever get a tan.
Cold Immunities
If fire is an ever-present threat for villages, cold is just as much of a concern. Much work goes into preparing for the coming cold (farming cycles revolve around it), but characters immune to it could simply work round the clock during the winter. Their productivity could potentially be enormous -- assuming there are plants or animals to harvest during that time.Similarly, cold beings might not even consider needing a roof on their homes. Like questions around fire, freezing cold water might not even be uncomfortable.
The other cold threat is hypothermia from freezing cold water. A cold-immune character could theoretically swim as long as their endurance allows, unconcerned about being in the water for hours on end.
Poison Immunity
After fire and cold, poison is the next most common concern in nature. A character immune to poison might be happy to eat poisonous animals and even consider them a delicacy. If alcohol is considered a poison, they have no upper limit on potential intoxication. And they may not spare a second thought to eating spoiled food.The Superman Immunities
Immunity to bludgeoning, piercing, and slashing damage (usually only circumvented by magical items or adamantine) poses all the same challenges that Superman faces. Can he even shave if he's immune to slashing damage? Does he feel anything if he bumps into a wall? What about falls from a great height?All these changes make for a character who is dangerously out of touch with what normal humans care about. Does that make him clumsier than his peers? And would physical violence be more or less of an option when you know most things can't hurt you?
The Other Immunities
The other remaining immunities are rare, magical, or both. Lightning and thunder likely don't come up that often in fantasy campaigns, but could in more modern campaigns where devices are powered by electricity. Force and radiant damage seem to be squarely in the "magical" camp unless you categorize force as a telekinetic form of pressure and radiant as a laser, in which case it bestows significant advantages against certain kinds of attacks.Immunity to necrotic damage rests largely with the game master's perspective on how the damage is represented. If it represents decay, creatures immune to it might be immortal. Necrotic damage is sometimes represented as serious wounds, in which case the risk of infection wouldn't be a concern.
Similarly, psychic immunity implies a sort of mental protection and clarity of focus. Creatures immune to psychic damage might never lose their concentration, reading books for hours; or maybe it makes them so utterly focused that they cannot be dissuaded from any task, or accept any criticism.
More Human Than Human
There's a good reason most characters aren't immune to damage. It makes them less relatable to their players. The more immunities a creature has, the more alien it becomes. That's what makes Superman so interesting: he is immune to almost all of the above damage types (except maybe force) and yet tries to act like a normal human. If PCs accumulate enough resistances and immunities, they may find themselves in the same boat.Your Turn: How do you deal with immunities in a character's daily life?