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*Dungeons & Dragons
[+] Tiered damage resistance
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<blockquote data-quote="CapnZapp" data-source="post: 7353806" data-attributes="member: 12731"><p>Thank you <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></p><p>I don't see very much actual designer feedback on my proposed houserules, but first let me ask you this:</p><p></p><p>Do you actually believe it is a problem that per RAW damage resistance is mostly a non-issue? You don't need to reply to me, just to yourself. I'm asking because if your answer is "no", this thread is simply not for you. </p><p></p><p>Furthermore, if I'm not replying to suggestions revolving around rarity it is not because of disrespect. I simply don't use rarity in my games. It is a complete nonfactor.</p><p></p><p></p><p>Thank you for respecting my wishes. You are certainly free to express your full thoughts - just start a new thread <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></p><p>If you're still reading, here are a few specific questions:</p><p>* Does the monster tiers look good to you? That is, do you have any thoughts on the impact of placing the cutoff for +2 weaponry at CR 10+? And the cutoff for +3 weaponry at CR 20+?</p><p>* Does the "inherent" magical bonuses from, say, a Monk's kick, look good to you? That is, does "every five levels" sound about right to you. Initially I thought "lets use every 6 levels, that looks the most elegant" for each step, meaning +2 at level 12 and +3 at level 18. But then I applied caution. The idea is that, yes, there will be the occasional fight vs a resisting monster unless you focus your looting/shopping on a weapon, but monks and druids are obviously meant to not have to RELY on magic weapons, so in the end I settled for 5. In my opinion, 4 would be too generous - at level 10 and especially 14 the monk would likely be ahead of the fighters, which didn't feel right.</p><p>* A basic question: does my phrasing hold up to scrutiny? I tried to word it so it would apply in as many cases as possible. I mean monks and moon druids may express the archetypical ability, but there are a lot of less-obvious cases. So far I've found bladelocks and forge clerics. There may be more. </p><p>* This does mean the levels for Forge Clerics (XGE) will be very generous (1, 6, 11) but is that really a problem...? Bladelocks have 3, 8, 13.</p><p>* is it sufficiently clear that you don't actually get +3 weapons? (You only get to bypass resistance as if you had a +3 weapon; you don't actually get the +3 attack and damage bonus)</p><p>* did you notice how I based the ability on <strong>character level</strong>s? I could not justify forcing class levels, since the Monk 6/Whatever 10 character will need +3 fists just as much. Is there's a hidden catch I haven't seen?</p><p></p><p>Thank you</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7353806, member: 12731"] Thank you :) I don't see very much actual designer feedback on my proposed houserules, but first let me ask you this: Do you actually believe it is a problem that per RAW damage resistance is mostly a non-issue? You don't need to reply to me, just to yourself. I'm asking because if your answer is "no", this thread is simply not for you. Furthermore, if I'm not replying to suggestions revolving around rarity it is not because of disrespect. I simply don't use rarity in my games. It is a complete nonfactor. Thank you for respecting my wishes. You are certainly free to express your full thoughts - just start a new thread :) If you're still reading, here are a few specific questions: * Does the monster tiers look good to you? That is, do you have any thoughts on the impact of placing the cutoff for +2 weaponry at CR 10+? And the cutoff for +3 weaponry at CR 20+? * Does the "inherent" magical bonuses from, say, a Monk's kick, look good to you? That is, does "every five levels" sound about right to you. Initially I thought "lets use every 6 levels, that looks the most elegant" for each step, meaning +2 at level 12 and +3 at level 18. But then I applied caution. The idea is that, yes, there will be the occasional fight vs a resisting monster unless you focus your looting/shopping on a weapon, but monks and druids are obviously meant to not have to RELY on magic weapons, so in the end I settled for 5. In my opinion, 4 would be too generous - at level 10 and especially 14 the monk would likely be ahead of the fighters, which didn't feel right. * A basic question: does my phrasing hold up to scrutiny? I tried to word it so it would apply in as many cases as possible. I mean monks and moon druids may express the archetypical ability, but there are a lot of less-obvious cases. So far I've found bladelocks and forge clerics. There may be more. * This does mean the levels for Forge Clerics (XGE) will be very generous (1, 6, 11) but is that really a problem...? Bladelocks have 3, 8, 13. * is it sufficiently clear that you don't actually get +3 weapons? (You only get to bypass resistance as if you had a +3 weapon; you don't actually get the +3 attack and damage bonus) * did you notice how I based the ability on [B]character level[/B]s? I could not justify forcing class levels, since the Monk 6/Whatever 10 character will need +3 fists just as much. Is there's a hidden catch I haven't seen? Thank you [/QUOTE]
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