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06/29/2005 12:41 PM  
recovered topic 5320

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06/29/2005 12:41 PM  
quote:
Originally posted by MackeyJ

Does a creature with DR 10/Adamantine take damage from magic weapons or does it have to be an Adamantine weapon to negate the DR?

It must be a adamantine weapon

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06/29/2005 12:44 PM  
quote:
Originally posted by spikegif

quote:
Originally posted by MackeyJ

Does a creature with DR 10/Adamantine take damage from magic weapons or does it have to be an Adamantine weapon to negate the DR?

It must be a adamantine weapon

True.

I can't say I like the way DR has changed. Well I could say it, but I'd be a darned dirty liar.

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06/29/2005 1:08 PM  
quote:
Originally posted by Siddartha of Suburbia
I can't say I like the way DR has changed. Well I could say it, but I'd be a darned dirty liar.

I haven't decided whether I like it, either. It just seems too gronky to have every fighter and his brother walking around with six or eight versions of the same weapon....

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06/29/2005 1:40 PM  
Yes. That is annoying. Got your oil of bless weapon, your non-magical weapon, your magical weapon, etc. Irritating.

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06/29/2005 1:56 PM  
Underdark has a metalline weapon ability that uses a standard action to switch the metalic composition of said weapon. You can switch from cold iron to adamantine to etc. At only a +1 bonus, it's not that bad...

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06/29/2005 2:11 PM  
huh... I didn't realize it had changed.

I liked the hierarchy of DR materials they ahd before... silver
So... how to monster's natural weapons stack up to DR now?

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06/29/2005 2:38 PM  
First, I really like the change of the DR system. Since Adamantine is not magical it slows a good majority of PCs casting Detect Magic and only going after the “glowing” objects. Because if they do this and the adamantine sword needed to make the encounter with the juggernaut a little less of blood bath, I have little sympathies to the party. This is just one example werewolves are another but that has been beat to death…But this take is my humble opinion.

In 3.5 the description of the monsters natural attack typically states the DR effects which are overcome. Something like creature’s natural attacks count as being evil aligned for the purposes of bypassing DR.

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06/29/2005 2:44 PM  
I didn't like the new DR rules when I first read them. Once I incorporated the rules into my game I prefered them much more. I'm a DM however, so I'm biased.


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06/29/2005 4:26 PM  
My gaming group always jokes about how we have Casey Jones as our groups fighter, considering the golf bag of weapons he carries around.

His current tally is something like 7 weapons

+1 adamantine, +1 silver, MW cold Iron Dwarven Waraxe
+1 Adamantine Morningstar
MW Silver, cold iron daggers
+1 str 20 composite longbow

And I'm probably forgetting one or two

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06/29/2005 5:05 PM  
Yeah, I'm not a big fan of the golf bag syndrome. It kind of ruins the story for me. If my character has a weapon that is blessed by a god, but the god forgot to make it silver I'm S.O.L.

seems kind of wrong.....


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06/29/2005 6:21 PM  
As a DM I would place a weapon that has been blessed by the gawds as a weapon that would bypass all the DRs but this would be a relic/epic relic/an item that would be behind glass and under heavy guard in the highest temple.

Also, as a DM I would not be throwing to many monsters/making encounters so hard the need for the special material weapon would be the KEY to defeating the encounter. Guess I am just not old school in that manner. I like to give players options...but again this is just me...

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06/29/2005 6:49 PM  
Don't forget that most of the time, it's simply Damage *Reduction*, not immunity. Sure the +1 Greataxe doesn't do as much damage against the werewolf, but it still probably does some.

And, there's lots of alchemical solutions you can use to modify your weapons on an as needed basis. If you can't find them, make some. There's lots of ways to get around DR without resorting to simply carrying another weapon. Although the thought of the fighter walking towards you bristling with weapons does conjure some pretty intimidating images!


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06/29/2005 7:21 PM  
I *love* the new system. I really didn't like how DR worked prior to this.

1) It gives the mythological feel of certain monsters a big boost. Now you really do need a silver bullet for that werewolf. Before, by the time a werewolf was an appropriate CR encounter for your party, you probably had some magic weapons and the DR was irrelevant.

2) In 3.0, DR was too all-or-nothing. If you had a party with no +3 weapons, you just couldn't use an iron golem because the DR value was set too high. If they DID have +3 weapons, the DR was meaningless. Now DR values are set low enough that you can still get through them (especially with power attack) even without the appropriate weapon type, which allows a DM more flexibility in monster selection.

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06/29/2005 7:59 PM  
quote:
Originally posted by kestrel.ca

Don't forget that most of the time, it's simply Damage *Reduction*, not immunity. Sure the +1 Greataxe doesn't do as much damage against the werewolf, but it still probably does some.

And, there's lots of alchemical solutions you can use to modify your weapons on an as needed basis. If you can't find them, make some. There's lots of ways to get around DR without resorting to simply carrying another weapon. Although the thought of the fighter walking towards you bristling with weapons does conjure some pretty intimidating images!



We've had to deal with this A LOT in the WLD. Even though it's just a reduction....it's usually 10 off the hit. My rogue became the "big hitter" of the party because I was the ONLY one who could do apreciable damage to many things with DR. It was pretty sad when the 2 fighters in the group were reduced to my flanking lackeys[:D]


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06/29/2005 8:13 PM  
Seems like I saw a magical quality you can stick on a weapon that, when the weapon hits, it attunes itself to a monster's DR at the end of the round, and stays that way for one minute or so. I think it was around a +2 enhancement equivalent.

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06/29/2005 11:55 PM  
I really enjoy the 3.5 damage reduction rules. As someone brought up earlier, fighting a monster with DR 5/silver doesn't mean your greataxe is worthless, the monster will simply take 5 fewer hp of damage each time you strike it. Power Attack is a good way to raise your damage output to overcome DR. So are the spells magic weapon and bless weapon (I'm sure there are others).
To keep our fighters from walking around with a golf bag of weapons, we tend to limit the number of weapons any PC can carry to 4-5 hands-worth of weapons. Thus, the longbow, greataxe, and longsword use up all of a characters "weapon slots". This method works for us because it makes the players pick and choose. Last night, our rogue decided to keep his +2 rapier instead of keeping the +1 mighty cleaving ghost touch short sword.

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06/30/2005 12:47 AM  
Having just recently used a clay golem on the party I DM, I need to share this bit of insight.

My wife has gotten to understand the rules pretty well, so when we started a party up at 10th level, she made sure she was equipped with a cold iron rapier AND an adamantine rapier. She was very upset when she stuck the clay golem with her adamantine rapier and did NO DAMAGE because it's DR is vs. adamantine AND bludgeoning. I was very proud to see the oldschool player use his monk to grapple and pin the golem to allow the rest of the party to retreat.

My point is that some of these things are just impossible to plan for from a player POV. She was prepared within her character design of the swashbuckler, but it wasn't enough. There are quite a few monsters with multiple DRs like the clay golem, and unless you know ahead of time what you're up against, you may not have everything you need because there is too much variance out there. Can anyone explain why you need a magic AND silver weapon for a vampire? Or a lich is magic and bludgeoning?

Having said all that, I like the flavor it adds to the game, but mechanics-wise it gets annoying trying to compensate for all the different types of DR.

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06/30/2005 2:51 AM  
Vampires are absolute TERRORS under the new system, as they should be. That's why one of my friends I play Living Greyhawk with has created Wraithslayer, his +1 Silvered Ghost Touch Undead Bane Waraxe and Fiendsplitter, his +1 Cold Iron Fiend Bane Waraxe, which he intends to get made Holy. Between those, he can tear up almost anything our region throws at us.

I personally love the flavour that the new system has, and the overall lowering of the DR amounts means that while it is significant, its not impossible to break. I have to ask, would you rather that the Iron Golem has 50/+3 or 15/Adamantine? Which is more likely to result in the party being butchered. Which has more flavour?

As an added bonus, it means that actually getting enchantments placed on a weapon is worthwhile. The old DR system meant that you'd have to be drunk and/or high to consider anything but raising its enchancement bonus.

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06/30/2005 6:30 AM  
monsters in greyhawk have DR? I guess thats why it took me all of 6 blows to kill that iron golem... LOL

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06/30/2005 9:02 AM  
quote:
Originally posted by B
We've had to deal with this A LOT in the WLD. Even though it's just a reduction....it's usually 10 off the hit. My rogue became the "big hitter" of the party because I was the ONLY one who could do apreciable damage to many things with DR. It was pretty sad when the 2 fighters in the group were reduced to my flanking lackeys[:D]


The problem many rogues have with DR is that they are so often finesse-based, with little or no Str bonuus. Thus, they cannot get through the DR with their base damage, and don't get the sneak attack damage if they don't do at least one point of real damage.

Really stinks when your 6d6 of sneak attack goes out the window because you rolled a 1 on your regular damage die.

Regards,
Steve F.

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06/30/2005 10:18 AM  
quote:
Originally posted by Vulturedoodle

quote:
Originally posted by B
We've had to deal with this A LOT in the WLD. Even though it's just a reduction....it's usually 10 off the hit. My rogue became the "big hitter" of the party because I was the ONLY one who could do apreciable damage to many things with DR. It was pretty sad when the 2 fighters in the group were reduced to my flanking lackeys[:D]


The problem many rogues have with DR is that they are so often finesse-based, with little or no Str bonuus. Thus, they cannot get through the DR with their base damage, and don't get the sneak attack damage if they don't do at least one point of real damage.

Really stinks when your 6d6 of sneak attack goes out the window because you rolled a 1 on your regular damage die.

Regards,
Steve F.

Is that true? Can we get a page reference, here?

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06/30/2005 10:24 AM  
quote:
Originally posted by Mrfurious

My gaming group always jokes about how we have Casey Jones as our groups fighter, considering the golf bag of weapons he carries around.

His current tally is something like 7 weapons

+1 adamantine, +1 silver, MW cold Iron Dwarven Waraxe
+1 Adamantine Morningstar
MW Silver, cold iron daggers
+1 str 20 composite longbow

And I'm probably forgetting one or two



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06/30/2005 10:49 AM  
The real problem is things like the WLD where anything and everything is possible. In a more "narrative" campaign you're not going to be facing 6 different kinds of DR in a session ... you may fight something, retreat, research and then come back.

In those cases it works great as it does enhance the mytical quality of the monster. In more dungeon-crawls though it just creates in inventory mess.

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06/30/2005 2:25 PM  
quote:
Originally posted by B

quote:
Originally posted by kestrel.ca

Don't forget that most of the time, it's simply Damage *Reduction*, not immunity. Sure the +1 Greataxe doesn't do as much damage against the werewolf, but it still probably does some.

And, there's lots of alchemical solutions you can use to modify your weapons on an as needed basis. If you can't find them, make some. There's lots of ways to get around DR without resorting to simply carrying another weapon. Although the thought of the fighter walking towards you bristling with weapons does conjure some pretty intimidating images!



We've had to deal with this A LOT in the WLD. Even though it's just a reduction....it's usually 10 off the hit. My rogue became the "big hitter" of the party because I was the ONLY one who could do apreciable damage to many things with DR. It was pretty sad when the 2 fighters in the group were reduced to my flanking lackeys[:D]

lackey?[B)]

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06/30/2005 3:06 PM  
quote:
Is that true? Can we get a page reference, here?


No, it isn't true. Add all the damage up first, then apply DR.

My guess is this misinterpretation arises from the clause about 'if DR completely negates damage from the attack it negates special effects that accompany the attack,' but sneak attack damage is not a special effect, it is just damage. The special effect clause is meant to show that injury poison, stunning fist, etc., don't happen in that case.

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06/30/2005 3:37 PM  
quote:
Originally posted by Siddartha of Suburbia

quote:
Originally posted by B

quote:
Originally posted by kestrel.ca

Don't forget that most of the time, it's simply Damage *Reduction*, not immunity. Sure the +1 Greataxe doesn't do as much damage against the werewolf, but it still probably does some.

And, there's lots of alchemical solutions you can use to modify your weapons on an as needed basis. If you can't find them, make some. There's lots of ways to get around DR without resorting to simply carrying another weapon. Although the thought of the fighter walking towards you bristling with weapons does conjure some pretty intimidating images!



We've had to deal with this A LOT in the WLD. Even though it's just a reduction....it's usually 10 off the hit. My rogue became the "big hitter" of the party because I was the ONLY one who could do apreciable damage to many things with DR. It was pretty sad when the 2 fighters in the group were reduced to my flanking lackeys[:D]

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07/01/2005 2:00 AM  
quote:
Originally posted by Vulturedoodle
The problem many rogues have with DR is that they are so often finesse-based, with little or no Str bonuus. Thus, they cannot get through the DR with their base damage, and don't get the sneak attack damage if they don't do at least one point of real damage.

Really stinks when your 6d6 of sneak attack goes out the window because you rolled a 1 on your regular damage die.



Actually, you don't get sneak attack damage on a golem because they are immune to critical hits. The idea of sneak attack damage is that you're hitting a vital area by catching the enemy off-guard. Reference to Pg 50 in PHB specifically mentions you can't sneak attack constructs, as well as several other types.

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07/01/2005 9:28 AM  
quote:
Originally posted by Fry
quote:
Originally posted by Vulturedoodle
Thus, they cannot get through the DR with their base damage, and don't get the sneak attack damage if they don't do at least one point of real damage.

Is that true? Can we get a page reference, here?

Your question started me on a quest for the answer to this. This is my DM's interpretation; I haven't questioned it because I don't play a rogue. But I've searched the documentation and various online forums and concluded that this is an incorrect interpretation.

IMO, the sneak damage is added regardless of whether DR is penetrated. Thanks for questioning. Without that, I would have remained blissfully ignorant. Now, how do I go about convincing the DM of his error without being a rules lawyer. Hmmmmm....

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07/04/2005 4:26 AM  
Get a +1 Adamantine (Or Star Metal - better against Outsiders) combo Two handed weapons with Power Attacks. Sacrificing 2-3 BAB for every DR5 is more than sufficient to compensate. Throw in Holy or Magebane (as a lot of monster with DR has spell like ability.. and usually are evil anyway) the enhancement bonus and additional damage dice more than makes up for it...

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07/09/2005 8:56 PM  
quote:
Originally posted by Mrfurious

My gaming group always jokes about how we have Casey Jones as our groups fighter, considering the golf bag of weapons he carries around.

His current tally is something like 7 weapons

+1 adamantine, +1 silver, MW cold Iron Dwarven Waraxe
+1 Adamantine Morningstar
MW Silver, cold iron daggers
+1 str 20 composite longbow

And I'm probably forgetting one or two



Who the heck is Casey Jones??

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07/09/2005 11:32 PM  
quote:
Originally posted By King O Vrock
Who the heck is Casey Jones??


Casey Jones is from Teenage Mutant Ninja Turtles. He's a normal guy that carries a golf bag around full of sports equipment that he uses as weapons. He mostly carries baseball bats and golf clubs, but just about anything that can be used is in the bag.

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