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Why I Don't Like 3.5 Damage Resistance
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<blockquote data-quote="ptolemy18" data-source="post: 1952101" data-attributes="member: 24970"><p>Ehhhg. I've always hated that interpretation of werewolves' silver-vulnerability. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I prefer horror movies where sheer force -- like, say, nuclear explosions -- trumps some dumb ol' thing like silver. Grinding vampires up in a meat grinder and spreading them around seems like it would be as good as using a wooden stake. Similarly, chopping up a demon with a +5 sword seems like it would be as good as hitting it with some dumb ol' "holy silver" (besides, what if you're playing a bad guy who doesn't *want* to carry "holy" silver? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That's as bad as this stupid thing in 3.5 where demons can't hurt devils effectively!!)</p><p></p><p>The way 3.0 and all earlier editions of D&D did it was... higher-plus magic weapons are like successive "steps" into the "big leagues." If you have a +1 magic weapon (or are a monster who has +1/10 DR), you are on a Different Level than someone who doesn't have one. If you have a +2 magic weapon, you are on a Different Level from someone who just has a not-good-enough +1 magic weapon. And so on up the line. If you don't have a good enough magic weapon... you'd better go on a quest to get the weapon before you can fight the monster!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> The quest for better and better magic weapons is something that the DM can work into their game, not some obsessive thing that destroys campaigns ("Oh no, the players got hold of a +5 sword, the campaign is doomed! Sob!" :/ -- ?? I can't imagine this happening...)</p><p></p><p>I think this is a cool system. I can appreciate giving something like adamantine its own special qualities -- penetrating the hardness of inanimate objects, for instance -- but I have to say that I think high "+" magic weapons should trump EVERYTHING! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> That's what makes them cool. That's what worked in 3.0. And this is my final word on the beauties of 3.0 +x/x DR, for the moment anyway.</p><p></p><p>Jason</p><p></p><p>P.S. About the game-rules fact that it's possible to "upgrade" magic weapons... well, depending on the campaign, perhaps upgrading them requires smelting them down into their component parts and re-forging them from the same base metal. Or maybe the crafter just has to infuse some more weird magic stuff into the weapon. Who knows....</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 1952101, member: 24970"] Ehhhg. I've always hated that interpretation of werewolves' silver-vulnerability. ;) I prefer horror movies where sheer force -- like, say, nuclear explosions -- trumps some dumb ol' thing like silver. Grinding vampires up in a meat grinder and spreading them around seems like it would be as good as using a wooden stake. Similarly, chopping up a demon with a +5 sword seems like it would be as good as hitting it with some dumb ol' "holy silver" (besides, what if you're playing a bad guy who doesn't *want* to carry "holy" silver? ;) That's as bad as this stupid thing in 3.5 where demons can't hurt devils effectively!!) The way 3.0 and all earlier editions of D&D did it was... higher-plus magic weapons are like successive "steps" into the "big leagues." If you have a +1 magic weapon (or are a monster who has +1/10 DR), you are on a Different Level than someone who doesn't have one. If you have a +2 magic weapon, you are on a Different Level from someone who just has a not-good-enough +1 magic weapon. And so on up the line. If you don't have a good enough magic weapon... you'd better go on a quest to get the weapon before you can fight the monster!! ;) The quest for better and better magic weapons is something that the DM can work into their game, not some obsessive thing that destroys campaigns ("Oh no, the players got hold of a +5 sword, the campaign is doomed! Sob!" :/ -- ?? I can't imagine this happening...) I think this is a cool system. I can appreciate giving something like adamantine its own special qualities -- penetrating the hardness of inanimate objects, for instance -- but I have to say that I think high "+" magic weapons should trump EVERYTHING! ;) That's what makes them cool. That's what worked in 3.0. And this is my final word on the beauties of 3.0 +x/x DR, for the moment anyway. Jason P.S. About the game-rules fact that it's possible to "upgrade" magic weapons... well, depending on the campaign, perhaps upgrading them requires smelting them down into their component parts and re-forging them from the same base metal. Or maybe the crafter just has to infuse some more weird magic stuff into the weapon. Who knows.... [/QUOTE]
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