Alternate DR rules- no Golf bags!

Cheiromancer said:
I'm sure I read a variant of this rule somewhere on these boards- or maybe it was a link to someone like Monte? But I can't find it on his site either. It had to do with eliminating the golf-bag of weapons approach that the various special DRs involved. And made it so that the rapidly escalating cost of bonuses for magic weapons was reflected by their increased utility.

The topic you're referring to is this one.

But I agree with most everyone that the golf bag syndrome is mostly non-existent, except for a few meta-gaming players who like to be prepared for every eventuality.
 
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Cheiromancer said:
Hi Hellhound,
I'd like to see a reason why someone would add a plus to a weapon rather than a flaming/frost/whatever enhancement. .

Just remind your players that they need to spend a standard action to activate this energy enchantments.
 


Thank you

I have been playing D&D 3.0e sense its appearance, presently I have a Ranger/Ftr/Deepwood sniper thats at 9th lvl with a +1 Long sword, just recently he got a +1 bow. The Cleric ups 50 of his arrows with GMW, for that I am thankful as he has fought a few villians/critters that he could not harm (DR was higher then his max none crit damage). Personally I am thankful for the DR reduction and possible optional rules for defeating DR.

Another character I have- a 10th lvl wiz/Arcane Order carried a long sword for years because it was his only magic weapon. He had no prof with such a weapon, thou he used it less then a half dozen times it saved the party more then once.

I would like to see and hear more on such possible house rules or changes to the exsisting system.
 

I'm thinking now that a simple workable rule would be that a high plus on a weapon overcomes 5 points of a particular DR.

+2: silver or cold iron
+3: adamantine
+4: alignment
+5: anything else

If the DR is the "or" type, a weapon could reduce the DR twice. For example, a +4 longsword would ignore DR 10/silver or good.

A greater magic weapon wouldn't bypass all the DR in the book, but it would help a lot. And I think there would be some incentive to purchase a higher base plus on a weapon.
 

Wow, talk about thread resurrection...

But seriously, after much playing I've come to the simple conclusion that the new DR rules are pretty streamlined as is. Even in a Planescape campaign where most everything has some kind of DR it hasn't led to golfbagging ( :uhoh: ) of any kind.
The one exception was when I had them face a host of were-beasts, suddenly everyone had something silver to stab/smash/slash the buggers with.
 

babomb said:
I like the added emphasis on materials in 3.5 DR, but I've been thinking about adding magic pluses back in.

I recently discussed this very thing with my players and we all agreed that it sounded cool- there's gotta be some reason why people get +2 swords instead of +1 shock swords!
 

rkanodia said:
I actually thought about it a bit and came up with a method that requires no new rules, only minor changes in the monster entries. Basically, any time you see

DR X/Y and Z,

replace it with the entries
DR (X/2)/Y and Z
DR X/Y or Z

so
DR 10/silver and magic
becomes
DR 5/silver and magic
DR 10/silver or magic

This has the same effect as my earlier idea, without introducing glitches where using stoneskin could give you uber DR.

edited because I am an idiot

Do you mean that when you have Silver but not magic (or in the reverse) you only have to lose 5 points of damage? Thats not what you say but thats the only way that it works withoout hurting my head. How does the fact that you have both silver and magic reduce the DR that you don't even have to face, because you can bypass it with silver and magic.
 

you want to make plusses useful again? start sundering their weapons:)

I think the 3.5 DR is much better than the old one, I never see golfbagging....and the nice thing is most things have 5 or 10 dr...which means its not all or nothing.
 

Cheiromancer said:
Anyways. This is my take on letting weapons with a higher plus substitute for special materials.

Equivalency:

+2 = silver, cold iron
+3 = magic and silver, magic and cold iron, adamantine
+4 = aligned, magic and adamantine
+5 = magic and aligned.

I do something like this, eg:

iron = cold iron ;)
+1 = silver, iron
+2 = aligned
+3 = silver & aligned
+5 = adamantine
 

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