Psion
Adventurer
Vrecknidj said:Just curious what others have done.
I use the special material/alignment DR rules of 3.5, but I keep the "+" DR, at a default of +1 per 5 points of DR.
Vrecknidj said:Just curious what others have done.
Vrecknidj said:Thanks for the information so far. I understand Monte's approach, but I don't quite agree with it. I like the special materials aspect of DR. It's just a cool facet of fiction and mythology that a silver weapon is necessary to hurt a werewolf or that a wooden stake can be used to stop a vampire. So, having some creatures have DR/silver is okay with me. (Though, I admit, there seems no reason why there can't also be DR/gold or DR/tin or DR/aluminum or anything else under the sun.)
Thanks. Rather buried, isn't it? Guess I'll have to house-rule that: it makes no sense that even though an Epic feat is required to create the thing, it's not classed as Epic.Flynn said:Under Damage Reduction:
http://www.d20srd.org/srd/specialAbilities.htm#damageReduction
Put the DR 15/magic monster into a trapped room that fires dozens of non-magical arrows per round.Vrecknidj said:Just curious what others have done.
Vrecknidj said:Thanks for the information so far. I understand Monte's approach, but I don't quite agree with it. I like the special materials aspect of DR. It's just a cool facet of fiction and mythology that a silver weapon is necessary to hurt a werewolf or that a wooden stake can be used to stop a vampire. So, having some creatures have DR/silver is okay with me. (Though, I admit, there seems no reason why there can't also be DR/gold or DR/tin or DR/aluminum or anything else under the sun.)
Maybe something like Psion's idea will work for me.
DR 5/+1 = DR 0/+2
DR 10/+1 = DR 5/+2 = DR 0/+1
DR 15/+1 = DR 10/+2 = DR 5/+3 = DR 0/+4
DR 20/+1 = DR 15/+2 = DR 10/+3 = DR 5/+4 = DR 0/+5
In other words, a creature with DR 20/magic has DR 20 against anything that isn't magic. Against a +2 enhancement bonus, the effective DR is only 15 (i.e. the extra 1 cuts through 5 points of the DR, as it were). Against a +4 enhancement bonus, the effective DR is only 5. And, a +5 weapon cuts through all the DR.
Quartz said:I see no mention of that in the SRD. Can you provide a cite?
Roger said:Put the DR 15/magic monster into a trapped room that fires dozens of non-magical arrows per round.
Cheers,
Roger
I agree and I've house ruled it back that way. But a lot of the time I do it like this:Tequila Sunrise said:DR X/magic isn't totally useless, but I still prefer the old DR X/+X. A big reason is that it gives players a reason to add magic bonuses to their weapons rather than yet another flaming or whatever enchantment.
House Rule said:*A +1 weapon overcomes basic magical damage reduction (x/+1).
*A +2 weapon overcomes damage reduction based on damage such as slashing or piercing.
*A +3 weapon overcomes damage reduction based on material type, such as byeshek and silver.
*A +4 weapon overcomes damage reduction based on alignment, such as good or evil.
*A +5 weapon overcomes the most powerful magical wards (x/+5).
*A +6 weapon overcomes epic damage reduction (x/epic).
A magical weapon that has both the above enhancement bonus and the correct properties to overcome damage reduction (such as a +3 byeshek longsword used against an illithid) is treated as if it has an enhancement bonus 1 point higher and deals an extra 1d6 damage (thus such a sword would have a +4 bonus to hit and deal 1d8+4+1d6 damage before strength and other bonuses).