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General Tabletop Discussion
*Dungeons & Dragons
2024 - Do magic weapons bypass resistance now?
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<blockquote data-quote="Kinematics" data-source="post: 9645028" data-attributes="member: 6932123"><p>What I would do is something like:</p><p></p><p>A werecreature (or other similar creatures) has regen. It gains (say) 10 HP at the start of each of its turns. It does not regen if it is unconscious.</p><p></p><p>The goal for the players is to reduce the creature to 0 HP, because at that point it is unconscious (not dead) and does not get to regen. Then the players might be able to use a special action or ritual (eg: burning a troll) to properly kill it. If they don't have a way to properly kill it, then it moves into standard unconscious rules, where a creature recovers after a short rest (1 hour), giving the players time to run away and come up with a different plan.</p><p></p><p>Whether players have magical weapons or not does not have any direct effect, other than doing more damage at a time, and thus being better able to overcome the regen.</p><p></p><p>However if you hit a werecreature with a silver weapon (or whatever other appropriate material), it can't regain hit points until the end of your next turn. (Same as Chill Touch text.) That makes them much easier to knock unconscious (particularly if fights are spread out, and not doing focus fire).</p><p></p><p>Higher CR creatures might get their regen as part of their legendary reactions, maybe even as a side benefit tacked onto other actions/reactions, just to make them that much harder to kill. But the overall principle is the same.</p><p></p><p>At base, though, having or not having magical weapons does not really change the outcome. Not having resistance to a particular damage type also means there's no preference for martial vs caster damage. And if you have an unconventional way of doing sufficient damage — such as dropping the werewolf off of a cliff — that's sufficient to defeat the enemy, even if it won't kill the creature. That werewolf will be unconscious on the canyon floor for an hour, but won't die. It also won't be immediately climbing back up to continue the fight, either, though.</p><p></p><p>Anyway, this avoids the question of resistances entirely. If you need a creature to have a "resistance", just give it more HP. Same effect. There's no huge bias between magic and non-magic damage. Even immunities could be modeled with more HP, if you still want the creature to be technically defeatable. Maybe the ghost has 1000 HP instead of 100. I'm less certain on that front, though.</p><p></p><p>Also note that this is primarily for the purpose of creatures where their resistance is a large part of the difficulty of fighting them. A red dragon with immunity to fire is a different aspect of the creature build. If a resistance was able to be overcome with magic or magic weapons, use the regen concept instead. If the resistance is just an intrinsic part of the creature, leave it alone.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9645028, member: 6932123"] What I would do is something like: A werecreature (or other similar creatures) has regen. It gains (say) 10 HP at the start of each of its turns. It does not regen if it is unconscious. The goal for the players is to reduce the creature to 0 HP, because at that point it is unconscious (not dead) and does not get to regen. Then the players might be able to use a special action or ritual (eg: burning a troll) to properly kill it. If they don't have a way to properly kill it, then it moves into standard unconscious rules, where a creature recovers after a short rest (1 hour), giving the players time to run away and come up with a different plan. Whether players have magical weapons or not does not have any direct effect, other than doing more damage at a time, and thus being better able to overcome the regen. However if you hit a werecreature with a silver weapon (or whatever other appropriate material), it can't regain hit points until the end of your next turn. (Same as Chill Touch text.) That makes them much easier to knock unconscious (particularly if fights are spread out, and not doing focus fire). Higher CR creatures might get their regen as part of their legendary reactions, maybe even as a side benefit tacked onto other actions/reactions, just to make them that much harder to kill. But the overall principle is the same. At base, though, having or not having magical weapons does not really change the outcome. Not having resistance to a particular damage type also means there's no preference for martial vs caster damage. And if you have an unconventional way of doing sufficient damage — such as dropping the werewolf off of a cliff — that's sufficient to defeat the enemy, even if it won't kill the creature. That werewolf will be unconscious on the canyon floor for an hour, but won't die. It also won't be immediately climbing back up to continue the fight, either, though. Anyway, this avoids the question of resistances entirely. If you need a creature to have a "resistance", just give it more HP. Same effect. There's no huge bias between magic and non-magic damage. Even immunities could be modeled with more HP, if you still want the creature to be technically defeatable. Maybe the ghost has 1000 HP instead of 100. I'm less certain on that front, though. Also note that this is primarily for the purpose of creatures where their resistance is a large part of the difficulty of fighting them. A red dragon with immunity to fire is a different aspect of the creature build. If a resistance was able to be overcome with magic or magic weapons, use the regen concept instead. If the resistance is just an intrinsic part of the creature, leave it alone. [/QUOTE]
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