| Post/Author/DateTime | Post |
|---|---|
| #1vamp70Apr 24, 2015 21:29:16 |
So your DM decided to make Demon & Devils tougher, and if they aren't tough enough already. Instead of giving them Resistance to Non-Magical Weapon OR Silver.
Is this Fair for say a Druid who one class ability allows him to hit a Devil before, now effectively when he fights a devil or Undead they all have double hit points
Thoughts?
|
| #2Tempest_StormwindApr 24, 2015 21:40:51 | If he's houseruling, houserule back.
The association of silver with the moon (see: werewolf killed by silver bullets) is long established. See if you can pray for the spirits of the moon to empower your claws (a new spell; this is on par with a 1st level effect, given how the more useful Magic Weapon is 2nd).
Alternatively, see if you can concoct the essence of silver via alchemy, and bond it to your claws. (Alchemical device that coats a weapon in silver temporarily, or a potion that imbues your claws with silver even through multiple Wild Shapes).
Alternatively, see why he's doing this an have him explain to you why it's reasonable. If he can't, that's a warning sign. If he can, we can progress further down this route.
And if all else fails, you've got spells to fall back on. If claws can't cut through that defense, maybe fire and lightning can. |
| (Reply to #2)vamp70 |
|
| #4MechaPilotApr 24, 2015 22:36:33 | The DM does have the right to change things. However, I believe that right also comes with certain responsibilities:
1) don't change things arbitrarily or thoughtlessly;
2) have a reason for the change, and make sure the change and the reason fit together rationally; and
3) unless doing so would constitute a spoiler, keep the players informed of any changes before they become relevant. |
| #5KentusApr 25, 2015 3:29:13 | As long the DM remembers, that this might change the CR of monsters, it should be fine (because this leads to more XP and the numbers of monsters for the difficulty of the encounter should be less).
And even if not, there are several ways to overcome this. The druid most likely have a cantrip and spells, which don't deal bludgeoning, slashing or piercing damage. And even if that's not the case or the resistance is practically only outdone by it, it depends all on frequence and quantity. It don't break anything, if you meet an undead or fiend every now and then, if they are the main focus, and there are no other ways, just ask if that's supposed to be it or if the rest of the party are also granting ways to overcome the resistance.
If the DM calculated the changes beforehand, all is fine. It might feel a bit frustrating now, but in the end it will work out. If the DM didn't thought about what these changes would bring, just remind him/her. Everyone is human. |
| #6Byakugan01Apr 25, 2015 4:48:22 | If you are high enough level where multiple people have magic weapons and you are fighting demons(mostly all challenging CRs), then your guys are probably facerolling stuff and the DM is looking for a way to give the monsters more than 1 turn...As a DM the first thing I would consider is just giving the monsters max hitpoints....pretty close to the same thing. Assuming there arent more than like 2 monsters vs 4-5 PCs...more than that and it should get a bit scary.
But I suspect you are probably already shape shifting into highly effective melee brutes triceratops maybe? Eventually T-rex! I might feel sorry for you if it weren't for the huge size, reach, multiattack, and over a hundred bonus hitpoints.
How long are the fights lasting with his change? If it is still 3-4 rounds, then the DM is spot on with his adjustment. |
| #7brettlangbdlApr 25, 2015 7:47:04 | Well as the DM involved in the discussion, here is my 2 cents on the issue and why I made the House-ruling. Also, I made this ruling when the PC's were 5th level, after we had a decent handle on the new game mechanics and I informed the group of the change. Also, as a group we were all a little blah over the lack of awesomeness when it comes to weapons.. I mean.. how do you feel impressed over being awrded a +1 shortsword. I mean Whoopdeedoo..lol So I decided to 5e-Convert some old 3e weapons from the Magical Encyclopedia.. which is where I ended up writing up the stats for two very cool swords.. (see below) At the time I also included a side trek adventure in the HoTQ adventure which included the 2 magical weapons.. a silver greatsword for the fighter (vs demons, lycanthropes etc.. ), and an obisdion weapon that can morph to different weapon types for the monk (vs undead).. so its not as if I've left the party defenseless against the invulnerable hordes or the like ..
It works like this, where it says .. Damage Immunity: bludgeoning, piercing and slashing damage from nonmagical weapons that aren't silvered. You need a magical silver weapon to do FULL damage. A silver OR magical weapon means the creature has Resistance (half damage). I admit it toughens up such creatures a bit, but I want my Demonic entites etc to be Fearsome., and a silver/adamantite weapon will still do damage, the creature simply has resistance. Also, with the addition of a couple of Legendary level weapons given to the PC's at 5th level, I thought it was a pretty fair call. They certainly didn't complain about the awesome weapons they got ... lol
Also, the occurance of such creatures showing up is pretty damn rare, so 95% of the time its not even an issue. We are running through HotDQ & tRoT adventures so anyone who's familiar knows such creatures are pretty uncommon. We've been playing through tRoT right now, and its not until episode 3, which is like a bloody lot of encounters into the module that they even meet the first creatures this even applies too..
So.. How mean am I really being.. I am curious ?
Flame of the North Wind Weapon (greatsword), legendary, requires attunement by a being of chaotic good alignment This ancient silver and mithril weapon was created by the fey. It is a +1 weapon for any wielder, however a wielder that is not of chaotic good alignment has disadvantage on attack rolls. A creature of chaotic evil alignment that attempts to handle the weapon suffers 1d4 electrical damage until discarded. For a wielder of chaotic good alignment that gains attunment, the Flame of the North Wind gains the additional following properties. It gains the increased potency of a +2 weapon, +3 against creatures of chaotic evil alignment. Its blade is everbright and cannot rust, tarnish, or be stained by acid, blood, flames or other substances. The wielder of the North Wind is endowed with the superiority and confidence of the ancient fey and gains advantage on any saving throws versus fear and charm. The wielder has resistance to electrical damage and can communicate effortlessly in the fey and elven languages. The North Wind can be willed to glow with a faerie fire like radiance to provide illumination in a ten foot radius of the weapon. The North Wind bears the ancient syglia of the Order or the Coremals, an ancient elvan order of royalty and knighthood. Persuasion checks have advantage with any groups or factions that hold Elvenkind in high regard that recognise the legitimacy or the North Wind and its bearer. The North Wind has 6 charges. As long as the sword is in hand you can cast shocking grasp (1 charge; to a maximum single expenditure of 3 charges at one time) as a bonus action. Whenever the weapon is drawn and in hand, and any creature of chaotic evil alignment comes within 20 feet of the sword, the sword wielder hears an inner voice endlessly whispering "Strike, Strike, Strike" As a bonus action the wielder can cast true strike (1 charge). As a bonus action, a gust of freezing wind can carry the wielder aloft (cost 1 charge). The wielder gains extra movement for the bonus action with a flying speed of 60 feet. At the end of the movement, if the wielder is still aloft he floats gently to the ground in the presence of a cool wintry breeze as if affected by a featherfall spell. Each dawn at sunrise, the North Wind regains 1d4 expended charges.
Harri'kas Weapon (morphic), legendary, requires attunement from a being of neutral alignment Harri'kas means "viel of darkness" in the tongue of the ancient tribes of the Northmen. It is an obsidion blade with a hilt of black ivory and functions as a +1 weapon. For a wielder of neutral alignment that gains attunement to harri'kas, the weapon gains the additional following properties. Harri'kas's potency increases to +2, and +3 against undead. Forged by the ancient tribes to fight against the incursions of the Dark, Harri'kas whispers warnings to its wielder, granting a +2 initiative bonus. The bearer gains a +2 proficiency bonus to stealth checks. Harrikas is a metamorpic weapon and can shift shape into any non-heavy melee weapon as an action. In addition, periodically and randomly, minor alterations change the weapons appearance regardless of its current form. As a religious icon to ancient northern powers, the mirror-like surface of the weapon can on occasion shimmer with prophetic visions of the past, present, and future. Harri'kas has 6 charges to cast spells. As long as the weapon is in hand, you can cast invisibility (2 charges), or misty step (2 charges). Each night at midnight, Harri'kas regains 1d4 expended charges.
|
| (Reply to #7)vamp70 |
|
| #9vamp70Apr 25, 2015 10:05:22 | Always cool to see what people think from both DM & Players side.. |
| #10Byakugan01Apr 26, 2015 1:28:56 | Home games with multiple legendary weapons by level 5 are going to make for a very boring HotDQ. Basically you will have to customize material to present any challenge at all. Except for the fight with the final boss which should still destroy them.
I actually only read the first sword and was like umm, its stronger than any magic item in any published material from season 1 or 2. So you gave out treasure that is better than 15th level characters should have. I can see why you need to make monsters stronger. |