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General Tabletop Discussion
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Why the change in DR from 3.0 to 3.5
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<blockquote data-quote="Celebrim" data-source="post: 5868688" data-attributes="member: 4937"><p>Like most things that were introduced in 3.5, I didn't like it much. I agree with you that DR X/magic is pretty pointless beyond level 5 or so except in the most low magic campaigns. I also liked that 3.0 was more faithful to the design of 1e, whereas 3.5 was increasingly a departure from that spirit. </p><p></p><p>I have nothing against requiring special materials to by pass DR or regeneration when it makes sense - silver for lycanthropes, for example. But 3.X tended to encourage a golf bag mentality where you pulled out the particular combination of materials you needed to overcome the DR. That to me didn't really serve a purpose, and I preferred the way that 1e/3e had tiered the monsters according to when in your career you'd be expected to be able to overcome them. </p><p></p><p>On the other hand, I did have one critical problem with 3.0 as well and that was that typically the DR was too high of a number. I generally run with 3.0 DR, but I half its value. So, for example DR 5/+1 (rather than 10/+1) is fairly typical in my game, where as a high DR might be 15/+3 (rather than 30/+3). This makes DR less absolute and allows at least marginal brute force solutions to monsters when encountering them slightly ahead of the expected level and magical prowess. Also, I tend to make materials optional for bypassing DR, again according to the 1e standard. So, it would be more typical to have DR 10/good or +2 rather than DR 10/good and +2. That isn't to say that I wouldn't occasionally require both a material and a magical puissance, but it would really have to make sense from the mythic context.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5868688, member: 4937"] Like most things that were introduced in 3.5, I didn't like it much. I agree with you that DR X/magic is pretty pointless beyond level 5 or so except in the most low magic campaigns. I also liked that 3.0 was more faithful to the design of 1e, whereas 3.5 was increasingly a departure from that spirit. I have nothing against requiring special materials to by pass DR or regeneration when it makes sense - silver for lycanthropes, for example. But 3.X tended to encourage a golf bag mentality where you pulled out the particular combination of materials you needed to overcome the DR. That to me didn't really serve a purpose, and I preferred the way that 1e/3e had tiered the monsters according to when in your career you'd be expected to be able to overcome them. On the other hand, I did have one critical problem with 3.0 as well and that was that typically the DR was too high of a number. I generally run with 3.0 DR, but I half its value. So, for example DR 5/+1 (rather than 10/+1) is fairly typical in my game, where as a high DR might be 15/+3 (rather than 30/+3). This makes DR less absolute and allows at least marginal brute force solutions to monsters when encountering them slightly ahead of the expected level and magical prowess. Also, I tend to make materials optional for bypassing DR, again according to the 1e standard. So, it would be more typical to have DR 10/good or +2 rather than DR 10/good and +2. That isn't to say that I wouldn't occasionally require both a material and a magical puissance, but it would really have to make sense from the mythic context. [/QUOTE]
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Why the change in DR from 3.0 to 3.5
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