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*Dungeons & Dragons
2024 - Do magic weapons bypass resistance now?
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<blockquote data-quote="jgsugden" data-source="post: 9642926" data-attributes="member: 2629"><p>You're going out of your way to argue exceptions when I'm talking about a real wide open general idea: THESE TYPES OF ABILITIES ENABLE OPTIONS. Including them gives the DM options to create more dynamic situations. Excluding them doesn't create that opportunity. More options. Not less. Listen to the Mean Girls: More is always better (excluding hemorrhoids, war, regressive taxes, etc...). </p><p></p><p>Whether the DM might or might not bother to put in the effort to utilize these options reasonably, or whether a PC elects an option that bypasses the restriction (which - by the way - is something that is given weight by actually letting it have a significant use ... making the selection meaningful rather than just being a slight notch up in accuracy and damage) are really not the point. </p><p></p><p>It is like saying we should avoid seatbelts because in some accidents they do not help. They help far more often than they don't, so we want to have them. Here, these features allow many situations in which they can be beneficial ... a few individual exceptions where you do not see the value does not mean they are a bad idea.</p><p></p><p>If you include these options in monsters, the things I discuss above are options. If you exclude them, they are not. </p><p></p><p>It absolutely does work if it is a silvered weapon restriction instead of magic, btw ... but they <em>stripped</em> the abilities in many cases, such as the Jackalwere, they did not limit them to silver, iron or other materials. However, it makes a magic weapon less "magical" when it is useless against low level foes. Finding a MAGIC weapon should feel MAGICAL. Too often it doesn't. People find a magic longsword and shrug it off saying, "Yeah, I'm just using 2 handed weapons. Wizard, you're an elf ... do you still get longsword proficiency? No? Anyone else want it?" That was not the intent of the idea of inserting magic into the game. In too many games the idea of a magic weapon is taken for granted. It is just an advancement mechanic where people expect to get it. As we strip the unique benefits of it by removing monster resistance/immunity, it makes the game more bland.</p><p></p><p>If you want to continue arguing I'm going to recommend you return to my prior posts and read them. As discussed above, you have not addressed the core of my argument. The merits deserve reflection, consideration and evaluation before sidestepping and dismissal.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9642926, member: 2629"] You're going out of your way to argue exceptions when I'm talking about a real wide open general idea: THESE TYPES OF ABILITIES ENABLE OPTIONS. Including them gives the DM options to create more dynamic situations. Excluding them doesn't create that opportunity. More options. Not less. Listen to the Mean Girls: More is always better (excluding hemorrhoids, war, regressive taxes, etc...). Whether the DM might or might not bother to put in the effort to utilize these options reasonably, or whether a PC elects an option that bypasses the restriction (which - by the way - is something that is given weight by actually letting it have a significant use ... making the selection meaningful rather than just being a slight notch up in accuracy and damage) are really not the point. It is like saying we should avoid seatbelts because in some accidents they do not help. They help far more often than they don't, so we want to have them. Here, these features allow many situations in which they can be beneficial ... a few individual exceptions where you do not see the value does not mean they are a bad idea. If you include these options in monsters, the things I discuss above are options. If you exclude them, they are not. It absolutely does work if it is a silvered weapon restriction instead of magic, btw ... but they [I]stripped[/I] the abilities in many cases, such as the Jackalwere, they did not limit them to silver, iron or other materials. However, it makes a magic weapon less "magical" when it is useless against low level foes. Finding a MAGIC weapon should feel MAGICAL. Too often it doesn't. People find a magic longsword and shrug it off saying, "Yeah, I'm just using 2 handed weapons. Wizard, you're an elf ... do you still get longsword proficiency? No? Anyone else want it?" That was not the intent of the idea of inserting magic into the game. In too many games the idea of a magic weapon is taken for granted. It is just an advancement mechanic where people expect to get it. As we strip the unique benefits of it by removing monster resistance/immunity, it makes the game more bland. If you want to continue arguing I'm going to recommend you return to my prior posts and read them. As discussed above, you have not addressed the core of my argument. The merits deserve reflection, consideration and evaluation before sidestepping and dismissal. [/QUOTE]
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