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<blockquote data-quote="tetrasodium" data-source="post: 9865690" data-attributes="member: 93670"><p>There was a behind the curtain side bar that talked about setting appropriate values on pg300 of the 3.5 mm. I have an old post <a href="https://www.enworld.org/threads/return-to-the-3-saves-for-1d-d.692670/post-8810108" target="_blank">here</a> that copies what it said, I'd be shocked if PF didn't have a similar bit of guidance somewhere but not going to hunt. Depending on how you built encounters & what kind of gear your players had it's entirely possible that just rolling with it using default gear was still optimal or they had gear that would be good enough by design☆ weapon. A hypothetical+1 flaming longsword might not hit as often as a roughly equally valued +2 longdsword, but it would reliably apply the elemental die to pretty much everything not sporting fire resistance & even then it would be really odd to see it also sporting DR that nullifies the slashing too.</p><p></p><p>[spoiler="☆3.5 DMG292"]</p><p>Whenever damage reduction completely negates the damage</p><p>from an attack, it also negates most special effects that accompany</p><p>the attack, such as injury type poison, a monk’s stunning, and</p><p>injury type disease. <strong>Damage reduction does not negate </strong>touch</p><p>attacks, <strong>energy damage dealt along with an attack</strong> (such as fire</p><p>damage from a fire elemental), or energy drains. Nor does it affect</p><p>poisons or diseases delivered by inhalation, ingestion, or contact.</p><p>Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.[/spoiler]</p><p></p><p>Whilre looking for that I Also noticed this gem on 3.5 dmg 283 about the golfbag as a concept <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>[spoiler]</p><p>BEHIND THE CURTAIN: SPECIAL WEAPONS MATERIALS</p><p>Each of the special materials described in this section has a definite</p><p>game effect. Some creatures, such as fey, have damage reduction</p><p>based on their creature type or core concept. Some are resistant to all</p><p>but a special type of damage, such as that dealt by evil-aligned</p><p>weapons or bludgeoning weapons. Others are vulnerable to weapons</p><p>of a particular material. Fey tend to be susceptible to cold iron.</p><p>Combating golems is best done with adamantine weapons.</p><p></p><p>Characters may choose to carry several different types of weapons,</p><p>depending upon the campaign and types of creatures they most</p><p>commonly encounter. Some may use silversheen, described on page</p><p>266, designed to temporarily add the property of alchemical silver to a</p><p>weapon. Its cost was carefully considered so as not to let silversheen</p><p>overshadow weapons actually containing alchemical silver. You’ll also</p><p>notice that cold ironsheen is not mentioned. This is intentional. Cold</p><p>iron’s core attribute is its resistance to magic. Making a magic item</p><p>that mimics this attribute undermines its concept.</p><p>[/spoiler]</p><p></p><p>If you were giving out lots of elemental weapons (or allowing their crafting) or not setting dr/resist high enough it's entirely plausible that your players weight the cost/benefit of swapping to another weapon that would ignore it & decided the cost of doing so was greater than eating the DR each attack</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9865690, member: 93670"] There was a behind the curtain side bar that talked about setting appropriate values on pg300 of the 3.5 mm. I have an old post [URL='https://www.enworld.org/threads/return-to-the-3-saves-for-1d-d.692670/post-8810108']here[/URL] that copies what it said, I'd be shocked if PF didn't have a similar bit of guidance somewhere but not going to hunt. Depending on how you built encounters & what kind of gear your players had it's entirely possible that just rolling with it using default gear was still optimal or they had gear that would be good enough by design☆ weapon. A hypothetical+1 flaming longsword might not hit as often as a roughly equally valued +2 longdsword, but it would reliably apply the elemental die to pretty much everything not sporting fire resistance & even then it would be really odd to see it also sporting DR that nullifies the slashing too. [spoiler="☆3.5 DMG292"] Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. [B]Damage reduction does not negate [/B]touch attacks, [B]energy damage dealt along with an attack[/B] (such as fire damage from a fire elemental), or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.[/spoiler] Whilre looking for that I Also noticed this gem on 3.5 dmg 283 about the golfbag as a concept :) [spoiler] BEHIND THE CURTAIN: SPECIAL WEAPONS MATERIALS Each of the special materials described in this section has a definite game effect. Some creatures, such as fey, have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Fey tend to be susceptible to cold iron. Combating golems is best done with adamantine weapons. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter. Some may use silversheen, described on page 266, designed to temporarily add the property of alchemical silver to a weapon. Its cost was carefully considered so as not to let silversheen overshadow weapons actually containing alchemical silver. You’ll also notice that cold ironsheen is not mentioned. This is intentional. Cold iron’s core attribute is its resistance to magic. Making a magic item that mimics this attribute undermines its concept. [/spoiler] If you were giving out lots of elemental weapons (or allowing their crafting) or not setting dr/resist high enough it's entirely plausible that your players weight the cost/benefit of swapping to another weapon that would ignore it & decided the cost of doing so was greater than eating the DR each attack [/QUOTE]
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