Bludgeoning vs Piercing vs Slashing


Advice


Is there any mechanical advantage to one particular damage type? I am planning a character built around one type of damage, which one will give me the most bang for my buck?


I think bludgeoning might be the closest to a "best" or at least "safest" choice, since that seems like the one that gets through the most DR and such. I've heard of plenty of undead that have DR/bludgeoning, and it is also the damage type that does full damamage to swarms.

Slashing is a rather neutral choice. There are a few places where you find DR/slashing (typically plant based monsters and an alchemist spell that turns you into a liquidy creature comes to mind)

Piercing doesn't seem to have very many benefits as far as DR goes (at least not ones that would not also be covered by slashing). It does seem to have more feats if I remember correctly (particularly one of my favorites for flavor, hamatula strike, where you get a free grapple check on a hit because you impaled the target on your weapon)

Also note: slashing and piercing are the ones that can get the keen weapon property. Whether this is important to you, I cannot say. Still something to consider. These types of weapons also tend to be the ones with the wider critical threat range.


After level 5 you don't really run into creatures with DR versus damage type a whole lot so I wouldn't worry about it too much.

Liberty's Edge

IIRC, some golems have DR Adamantine and Bludgeoning.

But none (and no other creature I remember right now) have DR Adamantine and Slashing nor DR Adamantine and Piercing. They only have DR Adamantine (or some such)

So get a Bludgeoning Adamantine weapon and wreck them all.


Mostly it doesn't matter if you hit hard enough. Worrying about DR is for builds that involve lots of small attacks. The optimal builds usually go for lots of big attacks, or one REALLY big hit. Or if they are archers pay the feat tax and take clustered shot.

That being said there are some monsters that have strange abilities like division, having at least one weapon of each type is probably a good idea.

Shadow Lodge

Have a morningstar and a slashing weapon. Utility covered. Or have a bite natural weapon because that does all 3. Bludgeoning is probably the best for overcoming DR, but if you are anything like my greataxe wielders, you overcome DR by doing massive damage instead of having a slashing weapon. Another option is be a Monk of the Empty Hand and cut things with hammers and ki.

The Exchange

Just a quick note here to say that the bludgeoning "fowling arrows" introduced in the APG are a real boon to those of us faced with damage-type DR. Definitely worth the minor additional cost. I usually carry a mixed quiver.


one consideration might be that some weapon enchants ("keen" and "vorpal") nominally cannot be applied to bludgeoning weapons. (if you're going to take improved critical then it probably doesn't matter.)

the other thing (as these guys mentioned) is that some monsters have DR overcome by certain types. For instance, skeletons have "DR 5/bludgeoning", since trying to stab a skeleton with a stiletto is sorta dumb, whereas hitting it with a mace is effective.

for the most part, though, i think that the damage types are just left over from earlier editions of D&D where they mattered (e.g. were more effective versus certain armor types -- chainmail less effective against bludgeoning, etc). so they're there but more leftover than really relevant to anything.

Dark Archive Bella Sara Charter Superscriber

It doesn't come up all that often, but the effectiveness of the damage types varies considerably in underwater combat. IIRC, Piercing is unaffected and bludgeoning and slashing each take a -2 penalty to hit and do half damage.

Dark Archive

Number of times I remember needing to cut a rope, once. Number of times a pc had to cut a.rope? Reasonably sure it was less then 10 times in over a decade.of regular play.

I use to slightly prefer bludgeoning because.I felt skeletons were more dangerous than zombies. Now with the fast zombies, not so sure about that.

Always remember to keep at least one dagger on your person. It is a tool as much if not more than a weapon.


From what I've seen, many creatures have DR/Bludgeoning, with DR/Slashing being a close second. DR/Piercing seems rare, but the damage type has more feats associated with it and is more useful underwater than the other two. Also, from an RP perspective, one needs to consider that a Slashing weapon can be used to cut a rope, while Piercing and Bludgeoning weapons have other utility advantages. Then again, this second point of mine doesn't always show up on the table.


Might be a campaign specific consideration: Piercing generally beats all in the event of underwater combat, as slashing/bludgeoning is significantly problematic underwater.

This generally isn't an issue, unless you're planning to play (for example) Skulls and Shackles...

Shadow Lodge

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just remember if you can get an enhancement bonus of +3 you can ignore DR/bludgeoning/slashing/piercing


That's a fact often forgotten. Thanks for the reminder!


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Skerek wrote:
just remember if you can get an enhancement bonus of +3 you can ignore DR/bludgeoning/slashing/piercing

Ummm....thats 100% not correct.

DR Cold Iron/Silver is overcome by a +3
DR Adamantine is overcome by a +4
DR Alignment based is overcome by a +5

The chart never mentions overcoming weapon damage type with any enhancement bonus.

Here

Quote:

Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type

Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5

* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does


I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.


strayshift wrote:
I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.

You need a small weapon for tight quarters like being grappled. Always have a dagger.


For the most part your slashing weapons allow you a higher crit-range than your bludgeoning. Lots of 19-20s and a few 18-20s that with Improved Crit can become pretty damn impressive crit machines. Only bludgeoning off the top of my head with a nice crit range is Heavy Flail at 19-20.

If you're using the Crit Deck bludgeoning has a lot of nice stun conditions to deliver though and that's always fun.


notabot wrote:
strayshift wrote:
I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.
You need a small weapon for tight quarters like being grappled. Always have a dagger.

Daggers aren't really helpful as far as close quarters are concerned. You're better off getting a Gladius (same S/P, 1D6) or a Wakizashi if you can afford the proficiency. Only time a Dagger is good is if you need to throw it, and Javelins/Bows have it covered for higher base damage, or if you don't have Martial proficiency (in which case if you're in close-quarters you're already doing something wrong or have better options at your disposal).

Also, the Gladius can be used even while eaten just like a Dagger could. The only shame is you can't really use it for 1.5X bonus, though you still do get your full +2 per "rank" of Power Attack.

As far as Bludgeoning Light weapons are concerned, a Light Mace (or perhaps Aspergillum) is your best friend.


notabot wrote:
strayshift wrote:
I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.
You need a small weapon for tight quarters like being grappled. Always have a dagger.

I think the big concern would be if you were Swallowed whole - you can use a one-handed weapon while grappled.


notabot wrote:
strayshift wrote:
I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.
You need a small weapon for tight quarters like being grappled. Always have a dagger.

Spiked gauntlet - with a high strength and power attack does enough damage plus you take one hand of weapon as a immediate action, attack and then take hold of weapon as an immediate too.

Current fighter does d4+8 with that - good enough if I can't step back and wallop.


strayshift wrote:
notabot wrote:
strayshift wrote:
I have a Lucerne Hammer (Bludgeoning and Piercing) with a Greatsword (Slashing) as back up. So all bases covered.
You need a small weapon for tight quarters like being grappled. Always have a dagger.

Spiked gauntlet - with a high strength and power attack does enough damage plus you take one hand of weapon as a immediate action, attack and then take hold of weapon as an immediate too.

Current fighter does d4+8 with that - good enough if I can't step back and wallop.

Gladius/Wakizashi is also good; higher damage dice.

The Exchange

Y'know what would be a fun addition to the alchemical items tables? A solution based on troglodyte musk that can be applied to armor, causing a critter that swallows you whole to be staggered each round unless and until the critter pukes you right back up.

I got the idea from my cat. ;)

Back to damage types... I like to employ (and recommend) halberds and morningstars for their double damage types. They're not hugely lethal weapons (the halberd is respectable but there's better available) - but I like "switching damage types" enough to overlook that.


lemeres wrote:
Also note: slashing and piercing are the ones that can get the keen weapon property. Whether this is important to you, I cannot say. Still something to consider. These types of weapons also tend to be the ones with the wider critical threat range.

If you really need that sort of thing, there's the "impact" quality. It's keen for maces!

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