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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9202266" data-attributes="member: 11760"><p>Yeah, that's bad design. A Ring of Swimming is not going to help fighting a monster that can only be hurt with magic weapons.</p><p></p><p>The dungeon needs to be designed so that, at the point that monsters that require magical weapons are a regular occurrence, most members of an average-sized party that need magical weapons to hit their targets (in other words, the warlocks, wizards and sorcerers wouldn't have them yet) would have them, if they had done an average job of clearing the dungeon and searching for magic items. They might not have their ideal weapons -- I would make the +1 shortswords easy to find and the +1 two-handed swords and axes harder to find. But a really skillful group would probably have magic weapons for everyone, maybe even two magic weapons.</p><p></p><p>To encourage groups to search for them, there should probably be a guardian between the area where mundane weapons are fine and where magical weapons are required that will stay tethered in their chamber but absolutely not be beatable without magic weapons. Don't let the PCs wander into a place where they're going to slaughtered because they're not properly geared up yet. (And this makes sense in-world: The higher level areas that belong to the lieutenants or where the treasure vaults are would of course have a powerful gatekeeper.)</p><p></p><p>Players are smart -- they'll bounce off that guy and gear up by clearing the rest of the level to that point.</p><p></p><p>This isn't rocket science: Nearly every CRPG works this way.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9202266, member: 11760"] Yeah, that's bad design. A Ring of Swimming is not going to help fighting a monster that can only be hurt with magic weapons. The dungeon needs to be designed so that, at the point that monsters that require magical weapons are a regular occurrence, most members of an average-sized party that need magical weapons to hit their targets (in other words, the warlocks, wizards and sorcerers wouldn't have them yet) would have them, if they had done an average job of clearing the dungeon and searching for magic items. They might not have their ideal weapons -- I would make the +1 shortswords easy to find and the +1 two-handed swords and axes harder to find. But a really skillful group would probably have magic weapons for everyone, maybe even two magic weapons. To encourage groups to search for them, there should probably be a guardian between the area where mundane weapons are fine and where magical weapons are required that will stay tethered in their chamber but absolutely not be beatable without magic weapons. Don't let the PCs wander into a place where they're going to slaughtered because they're not properly geared up yet. (And this makes sense in-world: The higher level areas that belong to the lieutenants or where the treasure vaults are would of course have a powerful gatekeeper.) Players are smart -- they'll bounce off that guy and gear up by clearing the rest of the level to that point. This isn't rocket science: Nearly every CRPG works this way. [/QUOTE]
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