Change to DR mechanic: good? bad? meh?


Combat & Magic

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Liberty's Edge

I've seen a lot of arguments on both sides. Both have their merits; both have their negatives.

Personally, I have not seen the "golf bag" issue. The last character I played I did have a few different weapons that I carried as I found them.

I refused to sell the nonmagical adamantite dagger. I refused to sell the non-magical cold-iron rapier, and I refused to sell the silver battleaxe we found. My main weapon - a longsword is what I made magical; but the other items I held on to for pragmatism instead of selling them - and if/when we encountered a creature that needed one of those materials, I resorted to using a non-magic weapon that was not my "chosen weapon" which I was most feat based proficient with, which IMO means the Damage Reduction system did its job; it took away the "comfort zone" of the attacker and made them switch to a less preferred method. Kinda like in Aliens when they were suppose to remove all explosive rounds due to the proximity of the reactor. One guy had a shotgun "just in case of close encounters" It was not ideal - but it was a good backup.

That I believe supports 3.5

However, I have also seen the lack of exuberance with high PLUS weapons from players; opting to sell them since they're worth so much and instead buying low plus - lots of a abilities - which is frustrating.

That I believe supports 3.0

The overall problem with DR is it is either ALL or NOTHING. A creature reducing 10 points of damage from all attacks unless the weapon is GOOD then it doesn't reduce any.

Here is a plausible fix:

1) Make it so that you dont have to have a PLUS to make a weapon Magical.
2) Make creatures that have DR x /MAGIC will need a +1 or better
3) Make magical pluses do x Times 3 damage all the time; thus making the idea of having a higher plus lucrative. A +3 Longsword getting +3 to hit and +9 to damage may want to be kept around AND will help minimize the effectiveness of DR / "special materials or alignment" but not actually removing the reduced damage.
4) Make some creatures have Damage reduction DR x / "element"
(Trolls DR 5 / Fire) So now that you don't have a +1 needed to make a weapon magical, you COULD have a Flaming Longsword that will do all damage to the troll - but non-flaming will have their damage slightly reduced (although a good plus will help do alot more damage - thus a mere +2 is already doing more damage than the DR takes off...).
You could have creatures with "DR / Cold" or "DR / Electricity"

With the x3 damage from the enhancement bonus - it makes higher pluses more desirable, a good replacement for an extra ability (cost-wise): ("Well, I can get Holy and do 2d6 extra damage and overcome GOOD alignment DR, or I can get an additional +2 on my blade giving me a better chance to hit and 6 more points of damage all the time")

That being said - I am not thrilled about the idea of a higher plus simply negating certain DR types (a golem w/ DR 10 / Adamantite receiving FULL damage if the weapon is +3 doesnt sit well with me - but if that +3 was doing x3 damage - then it's doing 9 points of damage - almost erasing the DR, but still subtracting the 10 from the overall damage output)

3.5 system: +3 longsword w/ 18 STR. 1d8+7 - 10 (avg 1.5 pts of dmg)
PF: +3 longsword w/ 18 STR. 1d8+7 - 0 (avg 11.5 pts of dmg)
My idea: +3 longsword w/ 18 STR: 1d8+13 - 10 (avg 7.5 pts of dmg)

Robert


As a compromise, I'd keep type-based DR (slashing, etc.) and alignment-based DR "off-limits" for plusses. I'd peg cold iron at +3, and adamantine at +5 for reasons of past continuity (in 3.0, stoneskin gave DR 10/+5, in 3.5 it gave DR 10/adamantine, and that says to me that adamantine was the new +5). +2 and +4 weapons could then be viewed as "stepping stones" on the way to the benefits that +3 and +5 give.


But as far as the specifics go, how is a +5 sword worth 42,000 gp more than a +2 sword, then? The lousy +3 to attacks and damage still just doesn't cut it.

That one's easy. It's expensive to make, and thus expensive to buy. Kinda like a limo. Is it worth the cost to get a car with crappy gas mileage that drives like a whale? No. Maybe that's not a great example, but the point I'm trying to get across is that just because something is expensive doesn't mean its worth buying. Fact Of Life.

edit- perhaps Vista would be a better example. ^_^


Robert Brambley wrote:

Make magical pluses do x Times 3 damage all the time; thus making the idea of having a higher plus lucrative. A +3 Longsword getting +3 to hit and +9 to damage may want to be kept around AND will help minimize the effectiveness of DR / "special materials or alignment" but not actually removing the reduced damage.

I'd be on board with that, too. Totally.

Liberty's Edge

Kirth Gersen wrote:


If we list +2 weapons at 8,000 gp, +3 at 18,000, etc., then there should be some reasonable explanation for the exponentially-increasing cost. All the way back to 1st edition, bypassing DR was that explanation. But then 3.5 eliminated the explanation and failed to provide another one. That's inconsistent, short-sighted, and just all-around bad design.

Kirth, I posted my thoughts on this issue about the same time you were writing this. Take a look at my thoughts on the PLUS, and see if it makes a difference in your opinion of it overall worth/value.

Robert

EDIT: Ah, I see now you already have seen it. ;-) (once again it seems we have similar appreciations.)


A +5 weapon versus a +1 weapon with various enhancements that cause, lets say +4d6 points of damage may seem like a better choice, but the various d6s may be negated by various energy resistances, and the +4 to hit is not in evidence with the various alternate traits, meaning that the +5 weapon is more reliable.

My personal opinion is that this balances out fine.


Skjaldbakka wrote:
Maybe that's not a great example, but the point I'm trying to get across is that just because something is expensive doesn't mean its worth buying. Fact Of Life.

But no character would ever buy one, ever. Any one they found, they would immediately try to sell for vastly more than we both agree it's actually worth. Would you allow them to find a buyer that gullible every time? I wouldn't. To assume that everyone other than the PCs is a low-grade moron, and will happily pay 50,000 gp for something that's worth maybe 2,000, really ruins my game experience.


Robert Brambley wrote:
EDIT: Ah, I see now you already have seen it. ;-) (once again it seems we have similar appreciations.)

Yeah, I like your suggestion, a lot. I might even bend as far as +2x for damage, to keep a parallel consistency with weapon focus/specialization. But despite KEJR's correct statement regarding reliability, I believe that in the long run the +1d6 cold damage (or whatever) will give you a LOT more damage dealt than a +1 enhancement to damage, even factoring in the extra +1 to attacks. Obviously, if 50% of monsters were resistant to cold, that would change, but really it works out to be a lot less than that.

Even the +4d6 sometimes (+3d6 other times, +2d6 others) is still better in the long run than a steady +4, I suspect, even with an extra +4 to attacks (which is nice, but not "all that"). Of course, if someone showed me correct math indicating that +4 to attack was worth +4d6-4 damage, at the high levels at which you'd have 50K to spend on a sword, I might be convinced... But no; greater magic weapon STILL trumps the weapon property. Its existence renders KEJR's suggestion (which was still viable, until I reconsidered) invalid, unless the spell is nerfed.

Shoot, in 3.5e, you could at least use Power Attack to convert the extra +4 to attack into a reliable +8 damage. Now, you can't even do that.

Liberty's Edge

Kirth Gersen wrote:
Robert Brambley wrote:
EDIT: Ah, I see now you already have seen it. ;-) (once again it seems we have similar appreciations.)
Yeah, I like your suggestion, a lot. I might even bend as far as +2x for damage, to keep a parallel consistency with weapon focus/specialization. But despite KEJR's correct statement regarding reliability, I believe that in the long run the +1d6 cold damage (or whatever) will give you a LOT more damage dealt than a +1 enhancement to damage, even factoring in the extra +1 to attacks. Obviously, if 50% of monsters were resistant to cold, that would change, but really it works out to be a lot less than that.

There are fewer creatures resistant to cold than fire - and even few yet to acid - which is the min/maxer element of choice since so fewer creatures are resistant to Acid. Nontheless, there was an archer in a game I played - it was +1 Longbow of Acid/cold/Fire/electricity.

That did 1d8 + 4d6 +1. It was equivalent of +5 bow doing all that dmg and he simply had the party cleric cast Greater Magic Weapon on it every day (we were 12th level - so it was still +3 for the purpose of attack rolls etc) That was where I truly saw the pluses not worth as much as the abilities.

But I'd rather fix THAT then change the Damage Reduction to remove the need for cool abilities and/or material.

Robert


Robert Brambley wrote:

But I'd rather fix THAT then change the Damage Reduction to remove the need for cool abilities and/or material.

Robert

Fair enough. All I ask for is "a" workable fix, not "the" workable fix! Your 3x scaling damage (which greater magic weapon would have to be spelled out as NOT providing) provides just such a fix. Revising greater magic weapon so that it's an 8th level spell, or lasts only 1 round/level, or whatever, is another possible fix -- if KEJR's math is correct (which I'm not sure yet). Paizo's recommended return to a 3.0-like system is still another possible fix; you disagree with it, but provide an equally workable alternative, and for that I salute you. My only issue is in NOT providing such an alternative.

Erik


I'll also throw this out there. You may be right about no one wanting a +5 weapon, but when I was playing a fighter, for some reason I really did want a +2 weapon at least, because it gave me more of a "cushion" for when I wanted to do something like power attack. Its true, after the +2 I wanted a +2 frost longsword, and the next enhancement I wanted was a keen longsword, but I wasn't completely willing to ignore reliability for "flashy" abilities.


KnightErrantJR wrote:
I'll also throw this out there. You may be right about no one wanting a +5 weapon, but when I was playing a fighter, for some reason I really did want a +2 weapon at least, because it gave me more of a "cushion" for when I wanted to do something like power attack.

Again, reliability may be a big issue... but not if greater magic weapon easily trumps weapon properties. You know, maybe if the spell had a huge material component cost, so that you were spending as much on the spell as you would on a better weapon... but otherwise, a person would have to be an idiot to actually buy a +3 sword. As Robert points out, just get a +1 acid frost sword, and then get your buddy the sorcerer to cast GMW on it, and you've got everyone beat!


Kirth Gersen wrote:
Again, reliability may be a big issue... but not if greater magic weapon easily trumps weapon properties. You know, maybe if the spell had a huge material component cost, so that you were spending as much on the spell as you would on a better weapon... but otherwise, a person would have to be an idiot to actually buy a +3 sword. As Robert points out, just get a +1 acid frost sword, and then get your buddy the sorcerer to cast GMW on it, and you've got everyone beat!

You have an interesting point in that perhaps the problem isn't so much with the weapons, but with the spell. At any rate, I must admit that I've not had many players that even thought to prepare greater magic weapon, and in the campaign involving the fighter, our divine caster was a druid, and not inclined to buffing us so much as summoning an army of animals.

Liberty's Edge

KnightErrantJR wrote:
Kirth Gersen wrote:
Again, reliability may be a big issue... but not if greater magic weapon easily trumps weapon properties. You know, maybe if the spell had a huge material component cost, so that you were spending as much on the spell as you would on a better weapon... but otherwise, a person would have to be an idiot to actually buy a +3 sword. As Robert points out, just get a +1 acid frost sword, and then get your buddy the sorcerer to cast GMW on it, and you've got everyone beat!
You have an interesting point in that perhaps the problem isn't so much with the weapons, but with the spell. At any rate, I must admit that I've not had many players that even thought to prepare greater magic weapon, and in the campaign involving the fighter, our divine caster was a druid, and not inclined to buffing us so much as summoning an army of animals.

its also on the wizard/sorcerer spell and lasts an hour per level so its quite functional for this purpose.

Robert


Robert Brambley wrote:
its also on the wizard/sorcerer spell and lasts an hour per level so its quite functional for this purpose.

Yeah; all the sorcerers I've DMed for have chosen that spell. The thing is, divine favor is better still, so I hate to nerf GMW too much without also redoing half the other spells. So instead, my thought was that by making weapons with a permanent enhancement bonus able to do something that GMW things can't, you'd go a long way towards justifying their insane price tags. It doesn't HAVE to be penetrating DR (although that's been their purpose all the way back to 1e, and only changed recently, in 3.5), but something is good. A damage multiplier, as you proposed, Robert, is an easy and logical fix. Skjaldbakka mentioned functioning in an antimagic zone; if there way to scale that with the bonus, that would work pretty niftily, too.


Robert Brambley wrote:


3.5 system: +3 longsword w/ 18 STR. 1d8+7 - 10 (avg 1.5 pts of dmg)
PF: +3 longsword w/ 18 STR. 1d8+7 - 0 (avg 11.5 pts of dmg)
My idea: +3 longsword w/ 18 STR: 1d8+13 - 10 (avg 7.5 pts of dmg)

Now, without the DRs:

3.5 system: +3 longsword w/ 18 STR. 1d8+7 (avg 11.5 pts of dmg)
PF: +3 longsword w/ 18 STR. 1d8+7 (avg 11.5 pts of dmg)
Your idea: +3 longsword w/ 18 STR: 1d8+13 (avg 19.5 pts of dmg)

So, your idea indeed works fine for balancing the DR rules, but against no DR crits, a +3 sword with no other special ability is dealing 6 extra dmg. It does make the 'pluses' on a weapon more appealing, but I fear I might make them too powerful and unbalanced.


Adding my 2 coppers...

My suggestion for DR system (from my current house rules):

Unchanged:

x/-
--> Should be unpenetrable DR as currently.

x/bludgeon;slah;pierce
--> Should also stay as is. However this type DR should never be higher than 10.

Changed (everything else):

x/magic(special)
--> X gets reduced by 5 per each +1 the weapon has. If special is specified ignore the DR completely when using a weapon filling the special requirement.

Example 1:
Werewolf DR: 10/magic(silver)

normal weapon --> reduce 10 from damage
+1 weapon --> reduce 5
+2 or more --> ignore DR
any silver --> ignore DR

Example 2:
Iron Golem DR: 15/magic(adamantine)

normal weapon --> reduce 15 from damage
+1 weapon --> reduce 10
+2 weapon --> reduce 5
+3 or more --> ignore DR
any adamantine --> ignore DR

If multiple specials are needed, you need both to ignore the DR. If you have only one of required specials, count the weapon as +1 higher.

Using DR like this, I'd personally also modify the DR numbers on some creatures a bit higher. Not as high as in 3.0, but a bit depending on the creature. Some (great wyrms, demiliches, etc.) should even be fully vulnerable only to +5 weapons. That is, have a DR of 25/magic.

PS: This also scales to Epic levels. DR: 10/Epic is just DR: 35/magic (+7 weapon)...


Kirth Gersen wrote:
But no character would ever buy one, ever. Any one they found, they would immediately try to sell for vastly more than we both agree it's actually worth. Would you allow them to find a buyer that gullible every time? I wouldn't. To assume that everyone other than the PCs is a low-grade moron, and will happily pay 50,000 gp for something that's worth maybe 2,000, really ruins my game experience.

Given how much "teamwork" occurs in a standard D&D team (the likes of which make a cleric feel like casting all his buff spells on himself so that he can fight somewhat better than a fighter rather than casting them on the fighter to make him monstrously better than anybody), I'd want a permanent +3 bonus to attacks. The damage bonus is kinda "meh", I admit, but the attack bonus is golden.


Chymor wrote:
--> X gets reduced by 5 per each +1 the weapon has. If special is specified ignore the DR completely when using a weapon filling the special requirement.

That's still another possibility I'd be on board with. The only down side I can see is the potential for it to get a bit difficult to keep track of in the midst of a big fight with demons, for example, all of which have different DR, when all the characters with different "plusses" on their weapons.


Kirth Gersen wrote:
The only down side I can see is the potential for it to get a bit difficult to keep track of in the midst of a big fight with demons, for example, all of which have different DR, when all the characters with different "plusses" on their weapons.

I can only speak for myself, but we've been playing with this rule since a few months after 3.5 release, and I've never had problems with this.

If I have problems remembering PC details, I make little cheat sheets (post-its) about theirs skills/abilities/items/whatnot at the beginning of each session.

I also just realized that my post above should've gone to "New Rules Suggestions" -forum... :( Should I crosspost it there, or is that frowned upon?


Chymor wrote:
I also just realized that my post above should've gone to "New Rules Suggestions" -forum... :( Should I crosspost it there, or is that frowned upon?

The line certainly gets blurred when we're talking about tweaking existing rules, so I have no idea what the protocol is (<fails Diplomacy check>). Still, it couldn't hurt; if people get annoyed with it, they'll just ignore it. (Or they'll jump down your throat and you can ignore them, I suppose!)


"But no character would ever buy one, ever. Any one they found, they would immediately try to sell for vastly more than we both agree it's actually worth. Would you allow them to find a buyer that gullible every time? I wouldn't. To assume that everyone other than the PCs is a low-grade moron, and will happily pay 50,000 gp for something that's worth maybe 2,000, really ruins my game experience."

You have stilled failed to see my point. Let me try to boil it down a bit. I don't mean to offend, but sometimes it is harder to get a point across on forums.

1) A +5 weapon is possible to make, and has to be, as it makes no sense otherwise, from an IG perspective.

2) A +5 weapon has to cost an equal amount to make as a +1/+4stuff weapon for purposes of OOG consistency.

3) Most people that make magic items know better than to waste the resources on a +5 weapon, since they know GMW is a more cost effective option. They therefore don't make them.

4) There will still be the occasional oddball item crafter/adventurer that makes/wants a +5 weapon, because not everyone is smart. Which means you might still occasionally find a flat +5 weapon.

5) A +5 weapon should in fact be harder to sell, unless you find a gullible merchant, due to laws of supply/demand. This makes them great items to give as gifts to nobility :).

6) Possible fixes for this include:
- Significantly changing the wording of GMW. I don't think that is a good solution.
- Allowing spellcasters to strip down magic items to use in item creation. Since the cost of creation on a +5 sword is the same as the cost to make a +1/+4stuff sword, that would allow adventurers to sell the +5 sword to an item crafter as components. I think Artificer actually has a mechanic for this.
-Make the enhancement bonus on a +X sword non-magical, thus granting a minor benefit that can't be replicated with GMW. This also makes it more reasonable to be able to sell +5 swords.
-Allow +X swords to scale up to +10, instead of stopping at +5.

7) Without those changes, +5 swords still exist, but only in theory. Along the lines of "yeah, I could make one, but GMW would be more cost effective". You can't buy them except via special order, and you won't find them in dungeons. If what you mean by 'remove them' is really 'remove them from randon treasure tables', then I'm with you, but it just makes no IG sense to remove them from the mechanics of item creation.

8) Removing an option because it is not effective is not good game design, IMO. Take Use Rope for example. Is it the best skill in the game? No. But now you can't tie knots except by GM fiat. It should not have been removed.


Skjal,

Thanks for the clarification. I do see where you're coming from; I just disagree on some fundamental level that has to do with underlying game assumptions, I guess. To my mind, game rules should not be altered to make certain pre-existing items not only obsolete, but also obscenely overpriced, given their lack of function; I'll explain why this is an issue for me in 3.5 and 3.PF in particular (vs. other systems) in the next paragraph. Rather than retain the relict rules because they follow all the creation mechanics rules correctly, I'd like to see them augmented (or restored) to the point where 50,000 gp in-game is worth 50,000 gp in-game.

Here's why: Let me hasten to explain that this would be no issue to me at all except that 3rd/3.5/PF editions are founded on the rubric that gp, as much as xp, is used as a fundamental scaling variable for character advancement. If gp value could be decoupled from gear and hence from character effectiveness, I'd be in 100% agreement with you. But as it is, an "X" level PC or NPC is assumed by default to have "Y" or "Z" gp gear that directly augments his or her personal prowess. That's an unfortunate situation, in my mind, but not one that can be easily removed without massively restructuring the game rules. Given that situation, 50,000 gp represents, in-game, not an amount of money as much as an amount of power. And a +5 sword doesn't deliver if it can't beat DR or do anything else. It breaks the system.

So, I don't really care if we re-word the GMW spell, or allow the sword to bypass DR (fully or in part), or give it a bigger damage bonus, or just reduce the price for bonuses as opposed to other imbuements (like vorpal or whatever). But, to my mind, we're obliged to accept that 50,000 gp in 3.5/PDF rules is more than just an amount of money.


But, whether or not you purchase a +5 sword is an option, and not one you have to take. You could also spend 50,000 gp on chickens, which would also be an ineffective and unlikely choice. I don't see why its existence as a possible bad choice is such a thorn in your side.


Skjaldbakka wrote:
But, whether or not you purchase a +5 sword is an option, and not one you have to take. You could also spend 50,000 gp on chickens, which would also be an ineffective and unlikely choice. I don't see why its existence as a possible bad choice is such a thorn in your side.

Purchasing a +5 sword that does nothing else, at the listed price, is an option NO ONE would take. The chickens you mentioned still represent currency; you could sell them to various poultry farmer consortiums, or whatever, and in exchange collect gear to augment you abilities (the way the rules, right or wrong, assume you're "supposed" to). But because a +5 sword has no inherent value based on its abilities (beyond 2,500 gp or so), and because you and I agree that no one would ever buy one, it isn't currency anymore; it's a dead-end to 50,000 gp in gold (and hence personal power) that was "promised" to the characters (or NPCs, or whomever) and can never be delivered. A +5 sword in 3.5e is really a +1 sword plus a whole lot of gold thrown into a pool of magma. Why should there be rules to support an irreversible drain of power -- especially when Pathfinder is moving in the exact opposite direction, by removing XP costs?

And especially... why should we create this situation by removing a workable option (defeating DR), and then adamantly refuse to replace that option, assuming we're dead-set on not restoring it? It would be fairly easy to come up with a replacement; several possibilities have already been mentioned. They'll have a minimal effect on backward compatibility, because almost no one took +2 to +5 weapons in 3.5e anyway.


The supposed workable option doesn't make a +5 sword any more valuable than it was before.

Magic weapons punching Dr just cheapens DR, it doesn't actually make it more likely you'll buy a +5 sword, becuase of GMW.

Furthermore, you might buy a +5 sword if you are not part of an adventuring group with access to GMW. This crops up with non-traditional parties.

Assuming you are willing to spend no more than half your WBL on a +5 sword, you won't have one til 13th level, at which point GMW is giving you a +3 weapon. So there is some give and take there, GMW is behind what you can buy until really high level.

Liberty's Edge

Eric Tillemans wrote:
raidou wrote:


I think there's a common house rule that tons of people already use, that each + of an enchanted weapon overcomes five points of DR/Magic. I've been using that in my high-level game and it's worked perfectly. I keep all other forms of DR completely by-the-book.
I use the same house rule and will keep on house ruling it if Pathfinder keeps the current DR rules.

Wow, a popular idea, which I too have used since 3.5 came out and will continue to do so in the future.

-DM Jeff


I really dislike the new DR system I hope they go back to the SRD one


Skjaldbakka wrote:
The supposed workable option doesn't make a +5 sword any more valuable than it was before. Magic weapons punching Dr just cheapens DR, it doesn't actually make it more likely you'll buy a +5 sword, becuase of GMW.

As I've said more than once before, the wording of GMW would be amended with "Because this spell provides only a temporary enhancement bonus, not an actual permanent enhancementy property, it does not allow the weapon to bypass/reduce DR the way a magical weapon does."

Skjaldbakka wrote:
Furthermore, you might buy a +5 sword if you are not part of an adventuring group with access to GMW. This crops up with non-traditional parties.

I still wouldn't spend the gold on it if it does nothing else, and I'll wager you wouldn't, either, when it came down to it. As others have pointed out, the other properties are usually a MUCH better buy for the money.

Skjaldbakka wrote:
Assuming you are willing to spend no more than half your WBL on a +5 sword, you won't have one til 13th level, at which point GMW is giving you a +3 weapon. So there is some give and take there, GMW is behind what you can buy until really high level.

Yes, that's true, and it's the spell's one saving grace.

Paizo Employee Director of Games

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing


Jason Bulmahn wrote:
Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

That's the logical next thing to consider, I agree.

For one, it means that GMW no longer subsumes all the "silvered weapon" and "align weapon" and "adamantine weapon" and "cold iron weapon" spells and oils from various sources. Those things would therefore retain their usefulness, which could only please the 3.5e DR fans. It therefore makes DR more important, insofar as DR can't easily be bypassed by a single spell. And it makes magical weapons with real "plusses," that do bypass DR, that much more valuable in comparison.

I'd still probably up the "plusses" needed; +5 = adamantine seems to be one of the assumed conversions between 3.0 and 3.5, for example. Alignment-based and type-based DR would have to be adjudicated carefully: not too easy to bypass (if at all possible) would seem to be most people's preference.


Jason Bulmahn wrote:
Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

That wouldn't fix anything at all. I'd actually be happier if you let GMW punch through material but didn't allow the magical weapon enhancement bonus to do the same. Encouraging people not to use the flavorful effects seems backwards.


Pneumonica wrote:
I'd actually be happier if you let GMW punch through material but didn't allow the magical weapon enhancement bonus to do the same.

That sends a clear message that a single 3rd level spell is, by the nature of the rules, supposed to be worth more than 50,000 gp worth of gear. Don't get me wrong; I actually might prefer playing a game founded on that assumption, but it would be something more like Iron Heroes and a lot less like 3.5, unfortunately.


Kirth Gersen wrote:
Pneumonica wrote:
I'd actually be happier if you let GMW punch through material but didn't allow the magical weapon enhancement bonus to do the same.
That sends a clear message that a single 3rd level spell is, by the nature of the rules, supposed to be worth more than 50,000 gp worth of gear. Don't get me wrong; I actually might prefer playing a game founded on that assumption, but it would be something more like Iron Heroes and a lot less like 3.5, unfortunately.

I didn't say I'd like that system, I said I'd prefer it over the current. It would make more sense to me. First, I don't see any temporary boost that can be removed by a single dispel magic as being "more valuable". Quite the opposite - a single Kobold minion with a scroll will put the lie to that theory.

However, giving it to the weapon and not the spell means there's no need for the spell to begin with, and it also means that no form of damage reduction matters anymore in high-level play, making one of the major distinguishing features of high-level monsters (high damage reduction) valueless to the game.


Quote:
Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

They still stink, as they currently stand, because they still trivialize DR. My Eberron campaign's BBEG would have been a pushover with these rules, since his combined Lich/Raksasha DR would have done nothing, since everyone had good magic weapons, just not the right weapons (except for the paladin, who had the magic blessed morningstar to deal full damage to it.)

The enounter was supposed to make the paladin feel awesome, but with the P3 rules, the whole party would have been dealing full damage.


Jason Bulmahn wrote:

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

I would go for that, something similar to Kirth's house rule, where GMW is considered a temporary bonus, and therefore wouldn't punch through DR, whereas a permanent enhancement on a weapon would.

It actually compliments the rules on temporary vs. permanent enhancement of abilities as well. Temporary ability enhancement doesn't give any benefit besides the stat bonus, thus temporary weapon enhancement doesn't give any benefit but the +hit/dam.

I *do* believe, however, that reduction vs a damage type (blunt, pierce, slash) should not be bypassed with magic of any extent. These reductions reflect physical limitations of the weapon types, not supernatural resistances.

<soapbox>

As a person who's been playing since OD&D, this ruling harkens back to the old school. I remember when you had to have a +3 or better weapon to hit an iron golem, or a +5 to hit a pit fiend. I never thought a +5 sword was "just" a +5 sword; it was a sword that meant I could hit almost anything. There were still resistances to damage types, with skeletons, oozes, and the like, but most warriors carried a trio of blunt/slash/pierce. And that's not a golf bag, compared to the motley mix of damage reductions there are in 3.5 now.

The paladin's +5 Holy Avenger in OD&D meant something; yet in 3.5 it wouldn't even get through a pit fiend's DR unless it *also* happens to be silver, and then it wouldn't get through the DR of a Balor because it can't be *both* silver and cold iron. (??) Sorry, that whole principal is hosed, IMO. Awesome weapons are supposed to be just that, awesome.

The spells weren't an issue, because until 3E, we didn't *have* spells like Magic Weapon and Greater Magic Weapon. THAT is where the power creep came from, not the magic plus of weapons. Frankly, I would much sooner see the spells go away, or be seriously nerfed in regards to effect vs. DR, as opposed to seeing magic plusses on weapons being worthless as they are in 3.5. It's one of the things I've NEVER liked about 3.5. Pathfinder's revision finally fixes what I've thought broke in 3.5 all along.

</soapbox>

Liberty's Edge

ledgabriel wrote:
Robert Brambley wrote:


3.5 system: +3 longsword w/ 18 STR. 1d8+7 - 10 (avg 1.5 pts of dmg)
PF: +3 longsword w/ 18 STR. 1d8+7 - 0 (avg 11.5 pts of dmg)
My idea: +3 longsword w/ 18 STR: 1d8+13 - 10 (avg 7.5 pts of dmg)

Now, without the DRs:

3.5 system: +3 longsword w/ 18 STR. 1d8+7 (avg 11.5 pts of dmg)
PF: +3 longsword w/ 18 STR. 1d8+7 (avg 11.5 pts of dmg)
Your idea: +3 longsword w/ 18 STR: 1d8+13 (avg 19.5 pts of dmg)

So, your idea indeed works fine for balancing the DR rules, but against no DR crits, a +3 sword with no other special ability is dealing 6 extra dmg. It does make the 'pluses' on a weapon more appealing, but I fear I might make them too powerful and unbalanced.

I disagree; it doesn't make it unbalanced. The conscious choice in this case would be "Do I enhance my sword from +2 to +3 - giving me an extra +1 to hit and a flat 3 extra points of damage? Or do I add Cold element giving it an addition 1d6 damage (possible of 6) against MOST targets. Sure there are a few that are immune to that cold - but there are alot of "fire" creatures that would take DOUBLE from that cold damage"

The way I see it, each Enhancement plus giving +1 to attacks and +3 to damage is a fair compromise to adding another ability to give a 1d6 damage. (or 2d6 against a certain type of foe "Bane").

Kirth is right - its more "bang for the buck" under the 3.5 system to get more elemental type damage than it is to just have a +4 weapon. I believe my suggestion may help make this a more feasible option, AND helps in overcoming the damage reduction - thus making it SEEM as if the higher PLUS of a weapon does work to negate damage reduction. Sure its not REALLY negating the damage reduction in place - but it IS creating a much more liklihood of doing enough damage to overcome it.

And furthermore, with the newer established way of Power Attack, have 3x the enhancment of a plus to damage isn't going to break the bank and do too much damage. Take a straight +5 longsword doing 1d8+15 vs one that is +1 of Holy, Fire, and Cold, doing 1d8+4d6. Now the gap is closed between the two but certainly my idea isn't over the top, too much, unbalancing, or outside of the realm of feasibility. Even making it x2 damage being 1d8+10 for a +5 weapon is still plausible - but 4d6 from additional options is still a far better bang for the buck than the +10 - but at least its a step in the right direction IMO.

Robert


Jason Bulmahn wrote:

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

Sir:

If I understand correctly, under the system you propose, even with this change, my permanent +2 rapier will smash a skeleton to bits as if the rapier were a mace, whilst my permanent +1 rapier will likely poke straight through the gaps between the bones.

I am not too clear on whether a permenant +3 spear (because it counts as if it were slashing, or certainly against a zombie) decapitates a hydra, causing the hydra to sprout heads again.

If a +5 weapon miraculously bypasses the sheer hardness of an iron golem to injure it with little difficulty, as if that weapon were adamantine, I do not see why that weapon mysteriously fails to bypass the hardness of objects. If I poke an iron statue with that weapon, it deals little damage to it, but if a wizardly cabal suddenly animates that statue as a golem, the weapon suddenly has no problem taking it apart? (See Rise of the Runelords #5 for a stone statue suddenly animating as a 'stone golem'.)

From a traditionalist point of view, I think that those who like to see werewolves hurt by silver, or Rakshasas go down to holy piercing damage have points too. Other ways to go here, could be to give such creatures regeneration abilities, or a lot more hitpoints but a vulnerability (they take extra damage, or maxed damage) from materials anathema to them.

I can appreciate that a sidebar of the proposed system- especially for DMs to use with new/inexperienced players or groups that don't like 'gold bag' play- would have some value.


Skjaldbakka wrote:
The enounter was supposed to make the paladin feel awesome, but with the P3 rules, the whole party would have been dealing full damage.

I'm of the school of thought, that when you DM a group, your goal is to make the PARTY feel awesome and accomplished, not make a single character shine out above the rest. This isn't a movie where the paladin is the star, and the rest of the party is supporting characters, unless, of course, that's how you run it. Back in the day, if you did this, (and some DMs did) you would get slapped with the label of <BIASED>. Biased DM was as bad, or worse term than Monty Haul, so I took the school of thought that you make everyone in the party feel important, and indispensable. If the paladin gets to snicker snak on the bad guy, and the fighter feels like he could have just been sitting on the sidelines counting his toes, then you miss the primary goal in making the group around your table a party.


You just don't get it, do you? The paladin was supposed to shine in that encounter. This is not bad DMing or favoritism. It would be if all the encounters were designed for the paladin's benefit, but that was not the case.

Liberty's Edge

Jason Bulmahn wrote:

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

I still like the 3.5 DR better - not that the proposed way is undo-able or a deal-breaker - just that I like (as DM) the difficult means to overcome ALL types of damage reduction. The difficulty and CR of a creature with DR take into account the fact that not everyone in a party will have a way to overcome all DR.

A fix on the GMW to not allow to overcome DR does make the permanent enhancement of a weapon more desireable; but I still dont like the idea of changing the DR to be able to be overcome by a higher plus of a weapon.

I think it also causes spells like Align Weapon to become inert, it takes away the specialness of a "Holy" or "Lawful" weapon in that the PLUS alone can now overcome it, and I like the aspect of the abilities and such that can be put in weapons - it adds a flavor that is needed IMO - certainly more than the plain 'ol +3 dagger.

I may be biased, but I firmly believe that simply making the ENHANCEMENT plus of a weapon do a higher amount of damage to allow it to better overcome the amount of DR and make such a bonus a viable option (in lieu of a special ability) - so it becomes a conscious choice - but at least one that isn't a "no-brainer" (like choosing Haste as your third level spell is).

Robert


Jason Bulmahn wrote:

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

It still wouldn't make any difference to me. The base cost for punching through DR is small:

- cold iron weapons are cheap
- silver weapons are cheap
- adamantine weapons are relatively cheap
- a wand of Bless Weapon/Align Weapon is relatively cheap

So you cast GMW and/or Align Weapon on your backup cold iron/silver/adamantine weapon and you can punch through most DR for much, much less than 50,000 gp.


Kirth:
I believe that the 3.5 rules say that you can't give a magic weapon an ability unless it has a +1 bonus; what happens if you extend that further and say that the enhancment equivalents of weapon abilities can not sum more than the regular enhancment bonus of that weapon? Effectively, you need to 'prepare' a weapon to load up with those abilities by strengthening it with regular enhancement bonuses.
This means no Icy burst weapons (+2 equivalence), unless they have a +2 enhancement bonus already, no flaming frost weapons (2*+1 equivalence) unless they have a +2 enhancement bonus, and no vorpal weapons (+5 equivalence) unless the weapon has a +5 enchancement bonus.
The price structures for weapons might need restructuring to reflect that it would no longer be possible to pile abilities on +1 enhancement bonus weapons- either that or the equivalence of some of the higher end abilities might need reducing.

Liberty's Edge

Skjaldbakka wrote:
You just don't get it, do you? The paladin was supposed to shine in that encounter. This is not bad DMing or favoritism. It would be if all the encounters were designed for the paladin's benefit, but that was not the case.

Sorry for the threadjack - but there's absolutely nothing wrong with this. I have encounters all the time geared towards one PC or another being the shining star.

If you break it down - all adventures have this - perhaps without conscious forethought, but they have it.

Undead encounters will showcase the cleric. Targets far away, flying, or up on high areas will showcase the wizards, or archers, big powerful lots of hit point sponge monsters will showcase fighters, role-playing encounters will showcase the bard/rogue, or diplomatic cleric or paladin, wildlife animals are certainly the ranger or druid's forte' - etc etc.

That is the whole reason a party of adventurers are suppose to be varied and diverse mix - to have at least one member capable of being able to step up to the plate and make a difference.

So there is nothing wrong with a particular encounter meant to be the paladins moment to shine. Everyone deserves occasional spotlights, and certainly makes the player feel great afterwards. As long as you're spreading the love around, there's no reason to be thought of as "biased" and nothing that the original author of this comment seemed to indicate that this was the way he runs all of his encounters.

Robert

[/threadjack]

Liberty's Edge

Charles Evans 25 wrote:

Kirth:

I believe that the 3.5 rules say that you can't give a magic weapon an ability unless it has a +1 bonus; what happens if you extend that further and say that the enhancment equivalents of weapon abilities can not sum more than the regular enhancment bonus of that weapon? Effectively, you need to 'prepare' a weapon to load up with those abilities by strengthening it with regular enhancement bonuses.
This means no Icy burst weapons (+2 equivalence), unless they have a +2 enhancement bonus already, no flaming frost weapons (2*+1 equivalence) unless they have a +2 enhancement bonus, and no vorpal weapons (+5 equivalence) unless the weapon has a +5 enchancement bonus.
The price structures for weapons might need restructuring to reflect that it would no longer be possible to pile abilities on +1 enhancement bonus weapons- either that or the equivalence of some of the higher end abilities might need reducing.

I've thought of restructuring the price as well. My initial vision was:

Have the price of weapons match that of armor (bonus squared x 1000) and make all the abilities that you can put in weapons be 1 higher in the enhancment equivalent.

Thus it's CHEAPER to increase a weapon from +1 to +2 and so on - but it's pricier to advance it from +1 to +1 Flaming.

Ultimately the goal is to make the enhancement bonus more balanced and viable an option and reward in buying it - than just another ability. This may work - but i still like my other idea better.

Also - I'm not opposed to allowing weapons to have special abilities without making it magical first. (why not a spear of Returning with no magical bonus to hit and damage?)

Robert

Liberty's Edge

Jason Bulmahn wrote:

Quick question for the crowd,

Assuming that GMW got fixed up a bit so that the spell does not allow you to punch through DR, what does this mean for the DR rules as they currently stand.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

As a side note - it's necessary for a weapon to be "magical" for the purpose of hitting incorporeal creatures - so the spell Magic Weapon is IMO a necessary spell to ensure this capability too - and certainly helps warrant its appearance on the War Domain.

Robert


Charles Evans 25 wrote:
I believe that the 3.5 rules say that you can't give a magic weapon an ability unless it has a +1 bonus; what happens if you extend that further and say that the enhancment equivalents of weapon abilities can not sum more than the regular enhancment bonus of that weapon? Effectively, you need to 'prepare' a weapon to load up with those abilities by strengthening it with regular enhancement bonuses.

Charles,

If you scroll past 2-3 hours of my unfortunate rambling about worthless swords and valuable chickens, I dimly recall mentioning that option somewhere as well. And I'd be in favor of it, too. Anything to make a +5 sword worth 50,000 gp is fine by me.


Kirth Gersen wrote:
Charles Evans 25 wrote:
I believe that the 3.5 rules say that you can't give a magic weapon an ability unless it has a +1 bonus; what happens if you extend that further and say that the enhancment equivalents of weapon abilities can not sum more than the regular enhancment bonus of that weapon? Effectively, you need to 'prepare' a weapon to load up with those abilities by strengthening it with regular enhancement bonuses.

Charles,

If you scroll past 2-3 hours of my unfortunate rambling about worthless swords and valuable chickens, I dimly recall mentioning that option somewhere as well. And I'd be in favor of it, too. Anything to make a +5 sword worth 50,000 gp is fine by me.

The previous day, actually, at 6:29 PM according to my browser, but I missed noticing that bt in some of the technical discussions you were getting involved in. (Tiring day, half asleep here.)

Yes. I like that idea.

Sovereign Court

I would like to see DR left the same. I have always been able to use it to great effect in my games.

Changing it around impacts backward compatibility with building encounters. What about the Raksashas in Golarian.

Grand Lodge

I like the changes but think it could do with a slight revision, when I think about the reasons behind DRs of a particular damage type (piercing/slashing/bludgeoning) I would prefer to see a reduction in DR intead of ignoring it entirely. I agree adamatine should come after alignment too.

Also checking multiple DRs to find out if you get a +2 is very metagamey and too easy to forget or overlook. It needs to be dropped IMHO.

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