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Alternate DR rules- no Golf bags!
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<blockquote data-quote="Cheiromancer" data-source="post: 1712102" data-attributes="member: 141"><p>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.</p><p></p><p>Anyways. This is my take on letting weapons with a higher plus substitute for special materials.</p><p></p><p>Equivalency:</p><p></p><p>+2 = silver, cold iron</p><p>+3 = magic and silver, magic and cold iron, adamantine</p><p>+4 = aligned, magic and adamantine</p><p>+5 = magic and aligned.</p><p></p><p>In other words, subtract 2 from the plus to see if a weapon counts as silver or cold iron, subtract 3 for it to count as adamantine, and subtract 4 to make it count as an aligned weapon (good, evil, lawful, chaotic). If there is a remainder, it means the weapon still counts as magic. You can't subtract more than the plus, though.</p><p></p><p>If a weapon would bypass the DR both by virtue of its material (and/or alignment) and its plus, add +2 to the damage done.</p><p></p><p>For example, a +3 weapon counts as silver and magic (since subtracting 2 from the plus doesn't make it non-magical). It could harm a vampire. If it was a +3 silver weapon, it would do an additional 2 damage to that vampire.</p><p></p><p>An adamantine weapon or a +3 weapon could harm stone or iron golems. A +3 adamantine weapon would do an additional +2 damage.</p><p></p><p>A balor (DR 15/cold iron and good) could be hit by a +4 cold iron weapon, or a +2 good weapon. Or by a +6 weapon. If it was hit by a +6 cold iron and good weapon, it would take an additional 2 points of damage.</p><p></p><p>The sure-striking enhancement allows you to bypass alignment-based restrictions for a cost of +1. The metalline enhancement allows you to change the metal type at will, and has a cost of +2. (IIRC- IDHTBIFOM) In this system metalline is not cost effective, since you can just get a +3 weapon for the same cost. If the caster is less than 9th level, he might not have that option of enhancing that high.</p><p></p><p>Does anyone know who suggested this type of rule, and where? Any comments?</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1712102, member: 141"] 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. 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. In other words, subtract 2 from the plus to see if a weapon counts as silver or cold iron, subtract 3 for it to count as adamantine, and subtract 4 to make it count as an aligned weapon (good, evil, lawful, chaotic). If there is a remainder, it means the weapon still counts as magic. You can't subtract more than the plus, though. If a weapon would bypass the DR both by virtue of its material (and/or alignment) and its plus, add +2 to the damage done. For example, a +3 weapon counts as silver and magic (since subtracting 2 from the plus doesn't make it non-magical). It could harm a vampire. If it was a +3 silver weapon, it would do an additional 2 damage to that vampire. An adamantine weapon or a +3 weapon could harm stone or iron golems. A +3 adamantine weapon would do an additional +2 damage. A balor (DR 15/cold iron and good) could be hit by a +4 cold iron weapon, or a +2 good weapon. Or by a +6 weapon. If it was hit by a +6 cold iron and good weapon, it would take an additional 2 points of damage. The sure-striking enhancement allows you to bypass alignment-based restrictions for a cost of +1. The metalline enhancement allows you to change the metal type at will, and has a cost of +2. (IIRC- IDHTBIFOM) In this system metalline is not cost effective, since you can just get a +3 weapon for the same cost. If the caster is less than 9th level, he might not have that option of enhancing that high. Does anyone know who suggested this type of rule, and where? Any comments? [/QUOTE]
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