And I say "Booo"Worth noting that this is no longer a thing in 5.5. There are no monsters that are resistant to nonmagical weapons.
So from the perspective, the designers have shifted to your viewpoint.
And I say "Booo"Worth noting that this is no longer a thing in 5.5. There are no monsters that are resistant to nonmagical weapons.
So from the perspective, the designers have shifted to your viewpoint.
And I say "Booo"
Totally. I've been winging it. Time to sit down and lay it all out for my campaign.I go back and forth.
Not a fan of magic weapons bypassing everything. Too binary.
But at the same time, not a fan of the golf bag of weapons (like in 3e).
I like the occasional funky resistance, like adamantine.
So lots of magic items now have the option of dealing elemental damage. Some deal can deal Force damage.And I say "Booo"
I'm still a fan of gating resistance behind strength of magic weapons. That low level critter might be vulnerable to anything +1 or better, but you had best have a +3 or +4 weapon for that Balor. That way you can give out magic weapons without it just allowing you to cut through anything from CR 1 to CR 20.I go back and forth.
Not a fan of magic weapons bypassing everything. Too binary.
But at the same time, not a fan of the golf bag of weapons (like in 3e).
I like the occasional funky resistance, like adamantine.
well, and the other half the reason they were claiming they 'weren't essential' other than it being outright false was that they were assuming hard that martials would all have their casters enabling them with the Magic Weapon spell, so they wouldn't need an actual magic weapon.
Solve that problem by unearthing an old rule that came about when Reagan was the US president: Five-die monsters (and thus, creatures that fight like fifth-level fighters) can affect creatures needing +1 items to hit. Seventh +2, etc.
Problem solved no need for gimmicky items.
Which makes sense how?Their intention is for magic weapons not to be considered at all when they design monsters. That's their intention.
They wanted magic to be truly extra and not required as part of the treadmill. The moment they assume magic weapons, they have to raise AC to compensate and the treadmill begins.Which makes sense how?
It makes the game much more fun that way.They already solved it with an even simpler rule - magic does not affect resistance or immunity. Enemies that are resistant to slashing for example are resistant to all slashing, whether it is from a whip or a Greatsword Holy Avenger.
The problem is that it‘s rarely just extra.They wanted magic to be truly extra and not required as part of the treadmill. The moment they assume magic weapons, they have to raise AC to compensate and the treadmill begins.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.