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<blockquote data-quote="Yaarel" data-source="post: 8354899" data-attributes="member: 58172"><p>Thoughts about balancing Damage Resistance,</p><p></p><p>The Werewolf race above currently tries to stat out Damage Resistance in a balanced way, even at level 1.</p><p></p><p>Note, the monster Werewolf has full-on immunity to non-silvered nonmagical weapons, and has a challenge rating of only 3, suitable for four level 3 characters. Monster stats dont follow player stats, and a challenge rating of three is substantial.</p><p></p><p>Meanwhile. Damage Resistance to nonmagical weapons is the Stoneskin spell for an hour, at level 7.</p><p></p><p>Damage Resistance for 10 minutes balances easily at level 8.</p><p></p><p>By level 12, most weapons are probably magical, and the immunity to nonmagical weapons is mostly for flavor.</p><p></p><p>The higher levels are reasonably well understood without difficulties. The balance for lower levels is risque.</p><p></p><p>The Heavy Armor Master (above) reduces all nonmagical weapon damage, slightly, by 2 or higher points. It is worth about a half-feat.</p><p></p><p>The Damage Resistance of the Werewolf race (above) grants half damage, at level 1, but only to one of the weapon damage types.</p><p></p><p>For the Werewolf, the slashing damage resistance appears first, because the fur of the wolf or hybrid is conceptually most effective versus slashing, somewhat effective versus bludgeoning, and least effective versus piercing.</p><p></p><p>The level 1 Werewolf remains normally open to bludgeon and pierce weapons, but slashing − mainly swords − is frequent. So it is an effective race feature.</p><p></p><p>In the DMs Guide, "Creating Quick Monster Stats" has a Challenge Rating 1 monster deal roughly 12 damage. Weapon Resistance would halve this to roughly 6 damage. If there are three weapon damage types, resistance to one, would be as if a third useful, reducing the value of each to about 2 damage on average for each type. Of course, situationally choosing opponents makes the slashing resistance more valuable, and it scales quickly as the Challenge increases while advancing in level. For the moment, the Slashing Resistance of the Werewolf at level 1 is counted as if tentatively worth 3 points.</p><p></p><p>Note, for the Werewolf this Slashing Resistance is only available once per long rest, and is not always on. So the 3 points are probably balanced, with room for improvement at higher levels?</p><p></p><p>If always on, the Damage Resistance is worth say double the value for each weapon damage type.</p><p></p><p></p><p></p><p>6 points - <strong>Weapon Damage Resistance</strong> (each time you take this feature, choose one type of nonmagical weapon damage: slashing, piercing, or bludgeoning; you take half damage from it)</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8354899, member: 58172"] Thoughts about balancing Damage Resistance, The Werewolf race above currently tries to stat out Damage Resistance in a balanced way, even at level 1. Note, the monster Werewolf has full-on immunity to non-silvered nonmagical weapons, and has a challenge rating of only 3, suitable for four level 3 characters. Monster stats dont follow player stats, and a challenge rating of three is substantial. Meanwhile. Damage Resistance to nonmagical weapons is the Stoneskin spell for an hour, at level 7. Damage Resistance for 10 minutes balances easily at level 8. By level 12, most weapons are probably magical, and the immunity to nonmagical weapons is mostly for flavor. The higher levels are reasonably well understood without difficulties. The balance for lower levels is risque. The Heavy Armor Master (above) reduces all nonmagical weapon damage, slightly, by 2 or higher points. It is worth about a half-feat. The Damage Resistance of the Werewolf race (above) grants half damage, at level 1, but only to one of the weapon damage types. For the Werewolf, the slashing damage resistance appears first, because the fur of the wolf or hybrid is conceptually most effective versus slashing, somewhat effective versus bludgeoning, and least effective versus piercing. The level 1 Werewolf remains normally open to bludgeon and pierce weapons, but slashing − mainly swords − is frequent. So it is an effective race feature. In the DMs Guide, "Creating Quick Monster Stats" has a Challenge Rating 1 monster deal roughly 12 damage. Weapon Resistance would halve this to roughly 6 damage. If there are three weapon damage types, resistance to one, would be as if a third useful, reducing the value of each to about 2 damage on average for each type. Of course, situationally choosing opponents makes the slashing resistance more valuable, and it scales quickly as the Challenge increases while advancing in level. For the moment, the Slashing Resistance of the Werewolf at level 1 is counted as if tentatively worth 3 points. Note, for the Werewolf this Slashing Resistance is only available once per long rest, and is not always on. So the 3 points are probably balanced, with room for improvement at higher levels? If always on, the Damage Resistance is worth say double the value for each weapon damage type. 6 points - [B]Weapon Damage Resistance[/B] (each time you take this feature, choose one type of nonmagical weapon damage: slashing, piercing, or bludgeoning; you take half damage from it) [/QUOTE]
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