Allanon
Explorer
On Monte Cook's site he's posted an interesting article under the DMs Only topic. A variant/house rule he uses to combat the 'Golf Bag' syndrome 3.5 introduced with the new DR rules. I was wondering if anyone here has tried this rule or a variation on it in his/her game and how their players responded to it? I'll place a short synopsis of the article for those in a hurry 

The idea is that while special weapon properties such as silver, bludgeoning or holy work as described in 3.5 for overcoming DR, really powerful magic weapons also possess the ability to deal damage to the otherwise resistant creatures. (This fix puts the "umph" back in magic, at least to a small degree.)
So, if an evil outsider has DR 10/holy, he can be affected by a holy weapon or a +4 or +5 weapon. An iron golem could be affected by a +3, +4 or +5 weapon as well as an adamantine one.
But, what if a weapon fulfils both criteria? What if a weapon is both adamantine and has a powerful enhancement bonus? Or is both holy and +4? If the weapon is both of the right material or alignment and has an enhancement bonus equal to the "exception" level on the chart above (in other words, the perfect weapon for the job), it inflicts an additional +2 damage bonus to the creature.
What damage reduction type is "trumped" by what enhancement bonus is provided in this table:
Code:
DR Type |Enhancement Bonus Exception
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/silver |+2
/bludgeoning, /piercing or /slashing |+2
/adamantine or /cold iron |+3
/[alignment-based] |+4
/magic |N/A
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