Micah Sweet
Level Up & OSR Enthusiast
It's a bad default, to be honest. Character have (or should have) different strengths.That's not how 5e rolls by default. At least for combat.
It's a bad default, to be honest. Character have (or should have) different strengths.That's not how 5e rolls by default. At least for combat.
They were immune in most previous editions. Don't know why they aren't in 5e, as it was kinda their thing.D'oh! Could have sworn they were immune!
Well Monks can, but that point aside, I see no reason they need to have magic damage. They should not automatically be able to damage something, the whole point of damage immunity is to force characters to use other options.i think the four martial classes, quite early in their progression, should just gain the ability to bypass nonmagic resistance/immunity with their standard attacks, the monk already gets this at 6th for their unarmed attacks but i think it should be slightly earlier 4th maybe or 5th to match extra attack, all the other classes will all have access to magic damage through their own spells and cantrips.
5e was trying not to assume magic weapon, prollyThey were immune in most previous editions. Don't know why they aren't in 5e, as it was kinda their thing.
Not every character, I'm sure, just whichever pure martial we're whingeing about at the moment...If you're writing every character class to bypass magic damage resistance by level 4, why are you putting it on monsters in the first place? There's like 1 story beat that's possible as a result, where a foe is a problem in the level 3-4 range, and then becomes something you can take down. Everywhere else it just becomes wasted text.
Okay 32% are flyers.This is false.
Flying means very little to most flyers, because readied actions interrupt them as they fly by and they get hit anyway. Or they run away. Resistance doesn't make an encounter hard, let alone extremely hard. And even melee fighters can hit well with ranged weapons for those few that are left.Okay 32% are flyers.
Then add in the ground troops that are resistant to nonmagical and teleporters.
It's not a corner case on one side.
That has not been my experience.Flying means very little to most flyers, because readied actions interrupt them as they fly by and they get hit anyway. Or they run away. Resistance doesn't make an encounter hard, let alone extremely hard. And even melee fighters can hit well with ranged weapons for those few that are left.
How many teleporters can teleport at will farther than 30 feet? If the enemy is constantly running away by teleporting, how hard is the encounter? Not very.
It's more like 22%, about a third of those are dragons. But it's not like casters have the corner on ranged attacks. Resistant to magic is largely meaningless (also around 20%) and I don't see how teleportation is relevant one way or another.Okay 32% are flyers.
Then add in the ground troops that are resistant to nonmagical and teleporters.
It's not a corner case on one side.
Ooh! Sounds cool, honestly i think the weapon table really needs a better array of weapons that fit playstyle niches and are actually decent weapons, thrown, finesse, reach, up until onednd the only martial thrown weapon afaik was the trident which was exactly as powerful as it’s simple weapon counterpart the spear (im aware its now got a die size buff)In the martial campaign I mentioned, one of the artifacts I gave the party was a magical harpoon named Ahab. Among it's many abilities, the primary one was being able to use the harpoon to make an attack that would either pull the creature to the wielder, or pull the wielder to the creature. The harpoon had an huge thrown range, and I added it specifically because that melee oriented party had a lot of trouble with flying (or otherwise highly mobile) enemies, when I played them intelligently (and as I've said, i don't like pulling my punches when DMing, because i feel it cheapens the experience). It was a very effective weapon and saw a lot of use in that campaign, despite none of the characters being built around using a harpoon.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.