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Damage Threshold, the new "need a magic weapon"?
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<blockquote data-quote="tetrasodium" data-source="post: 9491413" data-attributes="member: 93670"><p>Damage <em>Threshhold</em> was <strong>not</strong> an improvement in ways that justify it <em>replacing</em> DR. There might be scenarios where it could be a useful substitute tool in the GM's toolbox but DR had multiple workarounds for players when it came up & those multiple workarounds were </p><ul> <li data-xf-list-type="ul">Deal a damage type that was not impacted by the DR<ul> <li data-xf-list-type="ul">Easy Maybe Bob's +5 holy avenger is bad with this creature because it deals slashing & isn't doing chaotic or fire damage. Coincidentally maybe his +2 mace works similarly as Alice's less optimized PC who is still using her best gear. </li> </ul></li> <li data-xf-list-type="ul">Use a weapon made from a particular material or specially enchanted to bypass the DR<ul> <li data-xf-list-type="ul">"Ruhroh guys, we should use weapons made from cold iron/byshek/flametouched iron/silver/etc against this instead of our good gear. We are still going to be ahead on damage but the monsters don't need to be statted to be such a slog & some things.</li> </ul></li> <li data-xf-list-type="ul">Go for broke and hit it fewer times with more damaging attack(s) so the DR has fewer chances to chip away at damage & it eats a smaller fraction<ul> <li data-xf-list-type="ul">Higher chance of missing or getting saved against on that all or nothing attack but Dave can expect a bigger payoff afterwards if he gets lucky</li> </ul></li> <li data-xf-list-type="ul">Play the odds & do lots of attacks that (hopefully) all do more than the DR but add up to a number that makes it worthwhile<ul> <li data-xf-list-type="ul">Better odds to regularly do something & it's going to be hard to miss or get saved against on <em>all</em> of your attacks but that DR is going to add up & both of those are a good thing for someone's build</li> </ul></li> </ul><p>Unfortunately 50% resistance is the worst of all things. All of the strengths of each method still exist, but only some of them maintain their weaknesses (ie fewer bigger hits is still a bigger chance of doing nothing while many smaller hits still has better odds of regularly being successful but both take an identical hit to damage & there is no cumulative counterbalance to the fewer/many individual strikes).</p><p></p><p></p><p>Having those different methods meant that the GM could juggle things with monsters & treasure as needed for the good of their table based on the individual PC builds. That could even be extended to mitigate the impact of "<em>oops giving that out was a mistake I didn't anticipate</em>" treasure often enough to allow the other players to not feel overshadowed while still infrequent enough to allow the player with that mistake feel good about having it.</p><p><strong></strong></p><p><strong>The 3.5 golf bag of weapons criticism absolutely lost any shred of merit when wotc started cracking jokes about it while hyping the new stuff like this:</strong></p><p>[MEDIA=twitter]1806009535456301287[/MEDIA]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9491413, member: 93670"] Damage [I]Threshhold[/I] was [B]not[/B] an improvement in ways that justify it [I]replacing[/I] DR. There might be scenarios where it could be a useful substitute tool in the GM's toolbox but DR had multiple workarounds for players when it came up & those multiple workarounds were [LIST] [*]Deal a damage type that was not impacted by the DR [LIST] [*]Easy Maybe Bob's +5 holy avenger is bad with this creature because it deals slashing & isn't doing chaotic or fire damage. Coincidentally maybe his +2 mace works similarly as Alice's less optimized PC who is still using her best gear. [/LIST] [*]Use a weapon made from a particular material or specially enchanted to bypass the DR [LIST] [*]"Ruhroh guys, we should use weapons made from cold iron/byshek/flametouched iron/silver/etc against this instead of our good gear. We are still going to be ahead on damage but the monsters don't need to be statted to be such a slog & some things. [/LIST] [*]Go for broke and hit it fewer times with more damaging attack(s) so the DR has fewer chances to chip away at damage & it eats a smaller fraction [LIST] [*]Higher chance of missing or getting saved against on that all or nothing attack but Dave can expect a bigger payoff afterwards if he gets lucky [/LIST] [*]Play the odds & do lots of attacks that (hopefully) all do more than the DR but add up to a number that makes it worthwhile [LIST] [*]Better odds to regularly do something & it's going to be hard to miss or get saved against on [I]all[/I] of your attacks but that DR is going to add up & both of those are a good thing for someone's build [/LIST] [/LIST] Unfortunately 50% resistance is the worst of all things. All of the strengths of each method still exist, but only some of them maintain their weaknesses (ie fewer bigger hits is still a bigger chance of doing nothing while many smaller hits still has better odds of regularly being successful but both take an identical hit to damage & there is no cumulative counterbalance to the fewer/many individual strikes). Having those different methods meant that the GM could juggle things with monsters & treasure as needed for the good of their table based on the individual PC builds. That could even be extended to mitigate the impact of "[I]oops giving that out was a mistake I didn't anticipate[/I]" treasure often enough to allow the other players to not feel overshadowed while still infrequent enough to allow the player with that mistake feel good about having it. [B] The 3.5 golf bag of weapons criticism absolutely lost any shred of merit when wotc started cracking jokes about it while hyping the new stuff like this:[/B] [MEDIA=twitter]1806009535456301287[/MEDIA] [/QUOTE]
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