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Thoughts on Resistance
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<blockquote data-quote="Sunseeker" data-source="post: 6370294"><p>I mildly combine resistance and bonus damage.</p><p></p><p>EX: a Werewolf has resistence to all except Silvered weapons of 2. It's not a huge deal, I don't want it to be. BUT, a silvered weapon has a bonus damage of +2 to were-creatures and vampires. So in effect, you get a +4 for the combination. Sometimes I go a bit further depending on how tough I want the foe to be and give them regeneration +X, while the weapons they are vulnerable to stop that regeneration for one round.</p><p></p><p>I like resistence, I really do, it makes sense and I like things that make sense. However, I try to offer the carrot and not just the stick and who doesn't love a damage bonus? But I don't want my players to feel like they need to be prepared for every single eventuality. Unless they have good reason to believe they will encounter a vampire or a werewolf, I'm not going to encourage them to waste their time and money on special weapons to fight those things. I don't want them to feel incompetent against some runt werewolf either that might have simply been a result of a random encounter table.</p><p></p><p>Whatever I choose, with limited exceptions I never do extreme (90%+ reduction/gain to damage dealt) resistances or bonuses. Let the players choose to play the way they want to and not need to farm gold for specific gear. I'd feel really bad if Timmy the Pious can't get some silvered whatever because of his vow of piety and ends up being the one to die in the random werewolf encounter.</p><p></p><p>Now I REALLY want to see how they're going to work werewolves in 5th.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6370294"] I mildly combine resistance and bonus damage. EX: a Werewolf has resistence to all except Silvered weapons of 2. It's not a huge deal, I don't want it to be. BUT, a silvered weapon has a bonus damage of +2 to were-creatures and vampires. So in effect, you get a +4 for the combination. Sometimes I go a bit further depending on how tough I want the foe to be and give them regeneration +X, while the weapons they are vulnerable to stop that regeneration for one round. I like resistence, I really do, it makes sense and I like things that make sense. However, I try to offer the carrot and not just the stick and who doesn't love a damage bonus? But I don't want my players to feel like they need to be prepared for every single eventuality. Unless they have good reason to believe they will encounter a vampire or a werewolf, I'm not going to encourage them to waste their time and money on special weapons to fight those things. I don't want them to feel incompetent against some runt werewolf either that might have simply been a result of a random encounter table. Whatever I choose, with limited exceptions I never do extreme (90%+ reduction/gain to damage dealt) resistances or bonuses. Let the players choose to play the way they want to and not need to farm gold for specific gear. I'd feel really bad if Timmy the Pious can't get some silvered whatever because of his vow of piety and ends up being the one to die in the random werewolf encounter. Now I REALLY want to see how they're going to work werewolves in 5th. [/QUOTE]
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