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*Pathfinder & Starfinder
Revised DR
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<blockquote data-quote="mmu1" data-source="post: 665525" data-attributes="member: 319"><p>Nope... Definitely not alone.</p><p></p><p>I've been toying with the same idea of it for a while.</p><p></p><p>I always saw DR strictly as a way of making monsters harder to kill without increasing their damage output, saves, skills, etc., and never liked the idea of not being able to kills something unless you have exactly the right weapon to do it. </p><p>Fixed DR, with values of, say, 2, 5 and 10 would do reasonably good job of making monsters tougher without being so noticeable people would immediately resort ot meta-gaming or using special weapons to get around it...</p><p></p><p>With the new rules, people seem to think that the whole idea of needing specific materials somehow encourages creative thinking, and that it's great and exciting because it's so prevalent in legend and fantasy... Bunk. </p><p></p><p>The reason this works well in books and movies is because it adds to the drama, and because, for the most part, it's a situation that comes up <strong>once</strong> per story. If you're playing a D&D <em>game</em>, it's going to come up over and over, reducing it to being absurd. If you're just telling a D&D <em>story</em>, you don't need the new rules because that's not the point anyway. </p><p>As for creativity, as someone said, the creative "option" of dealing with the enemy should be available even if you don't remove the standard one of just hitting it until it dies... Otherwise it's not an option, it's a puzzle. </p><p></p><p>I'm all for special materials coming up, rarely, in climactic moments, and doing something interesting to the opposition, but making it commonplace doesn't strike me as a good idea.</p></blockquote><p></p>
[QUOTE="mmu1, post: 665525, member: 319"] Nope... Definitely not alone. I've been toying with the same idea of it for a while. I always saw DR strictly as a way of making monsters harder to kill without increasing their damage output, saves, skills, etc., and never liked the idea of not being able to kills something unless you have exactly the right weapon to do it. Fixed DR, with values of, say, 2, 5 and 10 would do reasonably good job of making monsters tougher without being so noticeable people would immediately resort ot meta-gaming or using special weapons to get around it... With the new rules, people seem to think that the whole idea of needing specific materials somehow encourages creative thinking, and that it's great and exciting because it's so prevalent in legend and fantasy... Bunk. The reason this works well in books and movies is because it adds to the drama, and because, for the most part, it's a situation that comes up [b]once[/b] per story. If you're playing a D&D [i]game[/i], it's going to come up over and over, reducing it to being absurd. If you're just telling a D&D [i]story[/i], you don't need the new rules because that's not the point anyway. As for creativity, as someone said, the creative "option" of dealing with the enemy should be available even if you don't remove the standard one of just hitting it until it dies... Otherwise it's not an option, it's a puzzle. I'm all for special materials coming up, rarely, in climactic moments, and doing something interesting to the opposition, but making it commonplace doesn't strike me as a good idea. [/QUOTE]
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