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Non magic damage resist
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<blockquote data-quote="Thommy H-H" data-source="post: 8724864" data-attributes="member: 6797019"><p>Damage resistance/immunity is taken into account in CR - it basically counts their hit points as double for defensive CR purposes, but only if they're relativity low CR monsters. At higher level, everyone has magic weapons or spells. This is one instance where bounded accuracy breaks down, because the idea that certain creatures can remain threats at higher levels falls apart in the case of low-CR monsters with resistance/immunity to nonmagical attacks.</p><p></p><p>The biggest offenders are lycanthropes, whose CR is calculated on the assumption that they have twice the hit points they actually have. As I found out in my own game, if you set up a situation where a whole city is run by various werecreatures and hope to make some of them threatening, don't wait until the PCs are level 11 before they visit. A number of what were supposed to be quite nasty run-ins with werewolves to sell them as a powerful faction were basically speed bumps, if that! It rather undermined the plot, and I had to beef up fights on the fly. My lycanthropes now use the newer paradigm of having Regeneration that's negated by silvered weapons, and a lot more hit points to help them reach their CR.</p><p></p><p>So yes. It's a very swingy element of the game. The way resistances work isn't quite granular enough to avoid the problem of such creatures being either an absolute nightmare or utterly irrelevant, with no in-between. Essentially, a CR 3 werewolf becomes CR 1 if someone has a <em>+1 longsword</em>.</p></blockquote><p></p>
[QUOTE="Thommy H-H, post: 8724864, member: 6797019"] Damage resistance/immunity is taken into account in CR - it basically counts their hit points as double for defensive CR purposes, but only if they're relativity low CR monsters. At higher level, everyone has magic weapons or spells. This is one instance where bounded accuracy breaks down, because the idea that certain creatures can remain threats at higher levels falls apart in the case of low-CR monsters with resistance/immunity to nonmagical attacks. The biggest offenders are lycanthropes, whose CR is calculated on the assumption that they have twice the hit points they actually have. As I found out in my own game, if you set up a situation where a whole city is run by various werecreatures and hope to make some of them threatening, don't wait until the PCs are level 11 before they visit. A number of what were supposed to be quite nasty run-ins with werewolves to sell them as a powerful faction were basically speed bumps, if that! It rather undermined the plot, and I had to beef up fights on the fly. My lycanthropes now use the newer paradigm of having Regeneration that's negated by silvered weapons, and a lot more hit points to help them reach their CR. So yes. It's a very swingy element of the game. The way resistances work isn't quite granular enough to avoid the problem of such creatures being either an absolute nightmare or utterly irrelevant, with no in-between. Essentially, a CR 3 werewolf becomes CR 1 if someone has a [I]+1 longsword[/I]. [/QUOTE]
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Non magic damage resist
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