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CR, DR and dead heroes...
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<blockquote data-quote="Christian" data-source="post: 832116" data-attributes="member: 381"><p>The first thing that jumps to my mind is, once it's clear that the party's weapons can't penetrate the DR, to retreat and come back with GMW prepared. (My group has used this strategy often enough that our cleric has started keeping GMW prepared all the time.)</p><p></p><p>Standard equipment for an 8th-9th level group would be in the 30,000 gp range. With +2 weapons valued at ~4300 gp, there ought to be several in the group. But the only one in this group was the paladin's weapon, which was neutered in this case by replacing its second plus with an (in this case) useless special ability. CR is (allegedly) balanced against a party with 'normal' levels of equipment.</p><p></p><p>That said, I'd still agree wholeheartedly with your postscript. This is a good example of how the 3.0 DR system makes the difficulty of encounters way too dependent on having the right equipment. Give that creature DR 10/(magic and blessed) or somesuch, and even though your group doesn't have blessed weapons, they can still fight through it & have a chance.</p><p></p><p>Oh, and presuming the paladin has been raised, tell him to lay on hands <em>before</em> he dies next time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Old Bedouin saying: "The best place to carry your water is in you." Once a character is down below about half hit points, he shouldn't be worried about 'conserving' healing ability. The ability heals the same number of hit points when he has 30 as when he has 5, there's no point waiting for the situation to become 'urgent' to use it.</p></blockquote><p></p>
[QUOTE="Christian, post: 832116, member: 381"] The first thing that jumps to my mind is, once it's clear that the party's weapons can't penetrate the DR, to retreat and come back with GMW prepared. (My group has used this strategy often enough that our cleric has started keeping GMW prepared all the time.) Standard equipment for an 8th-9th level group would be in the 30,000 gp range. With +2 weapons valued at ~4300 gp, there ought to be several in the group. But the only one in this group was the paladin's weapon, which was neutered in this case by replacing its second plus with an (in this case) useless special ability. CR is (allegedly) balanced against a party with 'normal' levels of equipment. That said, I'd still agree wholeheartedly with your postscript. This is a good example of how the 3.0 DR system makes the difficulty of encounters way too dependent on having the right equipment. Give that creature DR 10/(magic and blessed) or somesuch, and even though your group doesn't have blessed weapons, they can still fight through it & have a chance. Oh, and presuming the paladin has been raised, tell him to lay on hands [i]before[/i] he dies next time. :D Old Bedouin saying: "The best place to carry your water is in you." Once a character is down below about half hit points, he shouldn't be worried about 'conserving' healing ability. The ability heals the same number of hit points when he has 30 as when he has 5, there's no point waiting for the situation to become 'urgent' to use it. [/QUOTE]
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