Grail Quest
First Post
What if we:
(a) dropped the bonuses: there is now no such thing as a +1 weapon, for example
and
(b-1) allowed weapons to defeat more than one type of DR
That is, for example, a magic weapon might count as both a silver weapon and a cold iron weapon simultaneously.
and/or
(b-2) more frequently allowed DRs to be defeated by more than one type of weapon (e.g., both silver and cold iron will defeat an evil moon-fairy's DR, but the weapon doesn't have to be both silver and cold iron).
The advantages would be:
(a) More detail, less abstraction. What does a +2 weapon really mean? If you mean it glows in the dark, is very well-balanced, and is very sharp, then that's really (i) it glows and (ii) it's very well crafted.
It seems to me that "+X" is a vague way of saying something is enchanted, a type of cop-out from having to describe what it's actually like, and a too-convenient mechanic for making cookie-cutter weapons
(b) If a weapon can defeat more than one type of DR, you can somewhat avoid the golf-bag problem. And besides, if you let them cut through some or all DR all the time, what's the point of giving DR?
In a high-magic setting, DR is one way to let non-weapon-users have the limelight once in a while.
(a) dropped the bonuses: there is now no such thing as a +1 weapon, for example
and
(b-1) allowed weapons to defeat more than one type of DR
That is, for example, a magic weapon might count as both a silver weapon and a cold iron weapon simultaneously.
and/or
(b-2) more frequently allowed DRs to be defeated by more than one type of weapon (e.g., both silver and cold iron will defeat an evil moon-fairy's DR, but the weapon doesn't have to be both silver and cold iron).
The advantages would be:
(a) More detail, less abstraction. What does a +2 weapon really mean? If you mean it glows in the dark, is very well-balanced, and is very sharp, then that's really (i) it glows and (ii) it's very well crafted.
It seems to me that "+X" is a vague way of saying something is enchanted, a type of cop-out from having to describe what it's actually like, and a too-convenient mechanic for making cookie-cutter weapons
(b) If a weapon can defeat more than one type of DR, you can somewhat avoid the golf-bag problem. And besides, if you let them cut through some or all DR all the time, what's the point of giving DR?
In a high-magic setting, DR is one way to let non-weapon-users have the limelight once in a while.