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General Tabletop Discussion
*Dungeons & Dragons
[5E] The few mechanical implications of... non-magical weapon immunity and CR.
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7006441" data-attributes="member: 6802951"><p>That certainly isn't my experience. We've just finished the Curse of Strahd AP, and we had to spend effort to ensure that we were able to fight some of the more resistant gribblies in there, even if it was just extra spell slots to enchant weapons. - We only started to find magical weapons at higher level - <em>after </em>we had encountered werewolves and vampire spawn.</p><p></p><p>I would, however, make a distinction between shutting down the party and simply forcing a change of tactics/making things harder. </p><p></p><p> As mentioned, it hasn't been obvious in my experience. We had to go after specific weapons, and even obtaining some silver arrows required work.</p><p></p><p> But those magical energy attacks both require expenditure of a resource that could be spent elsewhere and are considerably less powerful than the physical attacks of the fighters and rogues. Against a merely resistant foe, those physical attacks would probably still be more effective.</p><p> That magical energy attack comes at a cost and so should have a reward in those situations where it is relevant.</p><p></p><p>The book of supplementary rules coming out might have details about cold iron and adamantine weapons etc; how to obtain them and which monster resistances should be adjusted if those rules are being used. Its probably a good idea not to introduce a threat that requires a specific material or property to overcome before you introduce that material or property into the game.</p><p></p><p>If you don't like the "binary" nature of the default system, you could always just adjust the monster stats - perhaps making some higher CR creatures with immunities now also resistant against weapons of only +1. Just bear in mind that a +3 weapon is a legendary item of which even a high-level party may only have one. Or none.</p><p></p><p> Well, gee. Where would <strong><em>you </em></strong>draw the baseline of competency then?</p><p></p><p> I believe that 5e's ethos when it comes to immunities and resistances is to make things merely harder, not impossible. There is little "You must have X to succeed" gating. If a DM wants to make a creature immune to the party until the correct McGuffin has been found, or ritual has been performed, they can just do that by fiat.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7006441, member: 6802951"] That certainly isn't my experience. We've just finished the Curse of Strahd AP, and we had to spend effort to ensure that we were able to fight some of the more resistant gribblies in there, even if it was just extra spell slots to enchant weapons. - We only started to find magical weapons at higher level - [I]after [/I]we had encountered werewolves and vampire spawn. I would, however, make a distinction between shutting down the party and simply forcing a change of tactics/making things harder. As mentioned, it hasn't been obvious in my experience. We had to go after specific weapons, and even obtaining some silver arrows required work. But those magical energy attacks both require expenditure of a resource that could be spent elsewhere and are considerably less powerful than the physical attacks of the fighters and rogues. Against a merely resistant foe, those physical attacks would probably still be more effective. That magical energy attack comes at a cost and so should have a reward in those situations where it is relevant. The book of supplementary rules coming out might have details about cold iron and adamantine weapons etc; how to obtain them and which monster resistances should be adjusted if those rules are being used. Its probably a good idea not to introduce a threat that requires a specific material or property to overcome before you introduce that material or property into the game. If you don't like the "binary" nature of the default system, you could always just adjust the monster stats - perhaps making some higher CR creatures with immunities now also resistant against weapons of only +1. Just bear in mind that a +3 weapon is a legendary item of which even a high-level party may only have one. Or none. Well, gee. Where would [B][I]you [/I][/B]draw the baseline of competency then? I believe that 5e's ethos when it comes to immunities and resistances is to make things merely harder, not impossible. There is little "You must have X to succeed" gating. If a DM wants to make a creature immune to the party until the correct McGuffin has been found, or ritual has been performed, they can just do that by fiat. [/QUOTE]
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[5E] The few mechanical implications of... non-magical weapon immunity and CR.
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