DR magic [Archive] - Wizards Community

Post/Author/DateTimePost
Crazy_DM

08-03-06, 12:51 PM
Hi folks,

I just wonder which monster with DR x / magic is supposed to be protected at Mid-Level and higher.

I hope we somehow agree that the first thing a sword-swinging fighter does is to give his weapon a +1 enhancement bonus.
Furthermore any character who likes to have some cool weapon special ability is forced to first give his weapon a +1 enhancement bonus.

IMO they did a great job with the new DR system compared to the 3rd Edition or lower. To realy have different types of special weapon properties to overcome DR like silver, cold iron, holy, adamantine and so on....

...but DR magic does not make any sense to me at all.

Can someone explain me the concept of DR magic?

Cheers, Crazy DM
cwslyclgh

08-03-06, 01:01 PM
while DR /magic is liitle help against adventurers of mid to high levels, it does provide valuable protection against the types of creatures and people that the monster would normaly fight through out the course of its day, such as other monsters, mobs of peasants with pitchforks, low level warrior carravan guards, etc. ad nausium. it is helpful to remember at times that the monster doesn't exist in a vacuum waiting for adventurers to show up and kill it.
Crazy_DM

08-03-06, 01:24 PM
it is helpful to remember at times that the monster doesn't exist in a vacuum waiting for adventurers to show up and kill it.


I totally agree with you.

But the given CR for the monster does not care about its natural enviroment but for the threat it poses for a party.

Cheers, Crazy DM
cwslyclgh

08-03-06, 01:37 PM
DR of any sort generaly only adds between 1/3 of a point to 2/3 of a point to a creatures overall CR anyway (using Skip William's guestimator method of CR determining), so I don't see it as being a real problem. With the current design philosophy being "pick a CR and build the monster around that" I also don't see it as being much of a problem, the monster designers are just as aware as the rest of us of its relative uslessness against adventurers. You will very seldom see a creature who's sole defensive capability is DR /magic with a CR of 6 or higher.
Crazy_DM

08-03-06, 01:50 PM
Aye.

I agree with you. I did not mean any offense to you - maybe it sounded a little bit like that. I apologize.

As in my group nobody will have a problem with the DR maybe I will drop the monster's CR.

Cheery, Crazy DM
Talisman

08-03-06, 06:19 PM
Also, chances are that the warrior-types get the magic weapons first. Clerics, rogues and so on usually get them later...bad news if your rogue gets jumped by a fiendish critter.

I wouldn't drop the CR for your group, because the monster's CR assumes a party with average resources (unless they have excessive amounts of resources).