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General Tabletop Discussion
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The problem with weapon damage resistances.
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<blockquote data-quote="EzekielRaiden" data-source="post: 8585519" data-attributes="member: 6790260"><p>That would be fair if this were the only means to achieve that end. It is not. As a result, you're going to have a lot of very frustrated casual players who don't understand why the vast majority of enemies need to be like trolls, where everything they do is heavily mitigated unless they acquire and use the one specific weakness of each and every such creature. Making all monsters that have resistance instead resist absolutely everything unless you unlock the ability to do normal damage for a turn would, 100% guaranteed, drive away more players than it pleases.</p><p></p><p></p><p>Okay, well, your original presentation made it sound a lot more like everything that has resistance right now would instead be upgraded to resist all damage unless it got turned off. Skeletons were not an ideal example, as they have only an immunity rather than resistance, but consider the sheer number of things that have a resistance in 5e: hundreds of distinct creatures have some kind of resistance already, apparently more than 20% of all monsters yet published.</p><p></p><p>Turning this around: You are saying we should double the HP of every creature in the game that has resistance, and then let people find a way to double their own damage for a time if they happen to be able to find the right trick. Most folks are going to feel punished for not knowing which keys they need to use. They are not going to feel excited by the idea that any given threat might be made significantly harder just because they don't know how to pierce its resistance.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8585519, member: 6790260"] That would be fair if this were the only means to achieve that end. It is not. As a result, you're going to have a lot of very frustrated casual players who don't understand why the vast majority of enemies need to be like trolls, where everything they do is heavily mitigated unless they acquire and use the one specific weakness of each and every such creature. Making all monsters that have resistance instead resist absolutely everything unless you unlock the ability to do normal damage for a turn would, 100% guaranteed, drive away more players than it pleases. Okay, well, your original presentation made it sound a lot more like everything that has resistance right now would instead be upgraded to resist all damage unless it got turned off. Skeletons were not an ideal example, as they have only an immunity rather than resistance, but consider the sheer number of things that have a resistance in 5e: hundreds of distinct creatures have some kind of resistance already, apparently more than 20% of all monsters yet published. Turning this around: You are saying we should double the HP of every creature in the game that has resistance, and then let people find a way to double their own damage for a time if they happen to be able to find the right trick. Most folks are going to feel punished for not knowing which keys they need to use. They are not going to feel excited by the idea that any given threat might be made significantly harder just because they don't know how to pierce its resistance. [/QUOTE]
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The problem with weapon damage resistances.
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