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Why I Don't Like 3.5 Damage Resistance
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<blockquote data-quote="Mercule" data-source="post: 1950425" data-attributes="member: 5100"><p>I don't care whether they are real-world or not. I want legends. Real world legends just happen to be handily available. I don't care if you say gold is needed to hurt beholders -- the werewolf myth is just a great example to pull things out of the abstract.</p><p> </p><p>If real world ideas are not beneficial to you, then we truly are playing different games.</p><p> </p><p></p><p> </p><p>I suppose it depends on which legends you're reading. I've read plenty that do have that level of magic.</p><p> </p><p></p><p> </p><p>Magic <u>does</u> increase damage on everything in D&D. All DR can be bypassed by doing more damage. The difference with using 3.5 DR is that weapons built to hunt certain critters (eg. lycanthropes) are better served by being built of the appropriate material -- they fit the legend and build upon it.</p><p> </p><p>What you're doing isn't so much of an addition, as a magnification of what's already there. By default, magic is a 1:1 lowering of DR. You've just upped that by a factor of five. In truth, if that's the only house rule, I don't think it's bad. Not one that I'd use, but not horrible.</p><p> </p><p></p><p> </p><p>Eh, my ire wasn't really directed at you, specifically. The core of many of the arguments I've heard (here and elsewhere) against 3.5 DR seem to amount to, "But magic is kewl. I want to be able to just get a bigger gun and blow stuff up."</p><p> </p><p>Oddly enough, it's never been an issue in any game I've run. I've used a system fairly similar to 3.5 DR since about 1988 or so. It's been something about which players in my game have always been pretty sanguine and everytime it comes into play, it reinforces to me that it was a good houserule. It's just a bunch of griping about the 3.5 DR on these boards and elsewhere on-line that have soured me on the whole discussion.</p><p> </p><p>I just don't have much sympathy for people who wonder why their house rules may not be isolated from the rest of the system.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1950425, member: 5100"] I don't care whether they are real-world or not. I want legends. Real world legends just happen to be handily available. I don't care if you say gold is needed to hurt beholders -- the werewolf myth is just a great example to pull things out of the abstract. If real world ideas are not beneficial to you, then we truly are playing different games. I suppose it depends on which legends you're reading. I've read plenty that do have that level of magic. Magic [u]does[/u] increase damage on everything in D&D. All DR can be bypassed by doing more damage. The difference with using 3.5 DR is that weapons built to hunt certain critters (eg. lycanthropes) are better served by being built of the appropriate material -- they fit the legend and build upon it. What you're doing isn't so much of an addition, as a magnification of what's already there. By default, magic is a 1:1 lowering of DR. You've just upped that by a factor of five. In truth, if that's the only house rule, I don't think it's bad. Not one that I'd use, but not horrible. Eh, my ire wasn't really directed at you, specifically. The core of many of the arguments I've heard (here and elsewhere) against 3.5 DR seem to amount to, "But magic is kewl. I want to be able to just get a bigger gun and blow stuff up." Oddly enough, it's never been an issue in any game I've run. I've used a system fairly similar to 3.5 DR since about 1988 or so. It's been something about which players in my game have always been pretty sanguine and everytime it comes into play, it reinforces to me that it was a good houserule. It's just a bunch of griping about the 3.5 DR on these boards and elsewhere on-line that have soured me on the whole discussion. I just don't have much sympathy for people who wonder why their house rules may not be isolated from the rest of the system. [/QUOTE]
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