mellored
Legend
And if you had a magic weapon it wouldn't of been very interesting.In the 1980s I encountered my first Jackalwere. I was a fighter named Dryken DeLerosh - a son of a Thayan Red Wizard that had been changed to Lawful Good by a Helm of Opposite Alignment - going from the most selfish and cruel being to the most noble self sacrificing personality I could must. Our thief was scouting just ahead of the group when he fell into a pit trap. The DM and the player went into another room ... and the DM came back. When we heard nothing the party followed and the wizard took a look into the pit - and fell unconcious ... into the pit. Dryken didn't look ... he lept. He landed in the pit to find a 'werewolf' biting into the corpse of the thief while the wizard (who died just from the 30 foot fall) lay in a crumbled heap. The DM made me make a save to avoid falling asleep when I met its gaze - which I made against the odds - and then the beast attacked. My first attack hit, but did nothing.
For instance, my first experience with werewolves was 3.5 whej i was playing an Artificer and kept handing out +1 magic weapon buffs. Werewolves just seemed like slightly tougher goblins. No puzzles to solve.
I didn't realize till long afterwards that they where supposed to be on very different levels of creature.
Giving them a weakness to silver makes sense.
Giving them a weakness to magic weapon doesn't.
And there should still be a Flee action. Dead characters can't recover from setbacks.