Friday, November 8, 2024

Martials and Monster Design

 In 5E D&D, there is no such thing as "magic damage." However, for the last ten years, a lot of monsters have been designed in such a way that weapon-based adventurers must use magical weapons in order to overcome the resistance or even immunities some creatures have from the three "physical" damage types, i.e., bludgeoning, piercing, and slashing damage.

What this created was a sort of unspoken moment of progression: a martial character, getting their first +1 weapon, is essentially initiated into the ranks of people who can actually do something about truly supernatural monsters.

It's always been a funny restriction, given that a level 1 spell caster straight out of character creation can damage, say, a Flesh Golem just fine (though I wouldn't send a level 1 character against a CR 5 monster). Given how much power spellcasters have, it feels like an extra "screw you" to martial characters.

Now, we don't have the full Monster Manual yet, but we've got almost all the pieces of the 2024 version of the game.

Notably, Monks and Moon Druids have features that let them turn their melee attacks into a rarely-resisted damage type. Monks can deal Force damage with their attacks at level 6, while Moon Druids' attacks in Wild Shape can start dealing Radiant damage.

Neither feature mentions "your attacks count as magical for the purpose of overcoming resistances and immunities," because that, as a concept, is going away.

The monsters we've now see that have the old "physical resistances" are mixed. The Stone Golem has no damage resistances at all, and immunity only to poison and psychic (the standard construct immunities). Whereas previously they couldn't be hurt by any physical weapon except one that was magical or made of adamantine (I'd like to know how many characters in the last ten years of D&D had an adamantine weapon before they got a magical one. Aren't adamantine weapons already magical because of the adamantine?) now, any dingus with a club can chip away at them.

However, Fire Elementals go the other way: they have resistance to Bludgeoning, Piercing, and Slashing damage - full stop. You could be attacking them with Blackrazor and at least the slashing damage would be halved.

Anticipating this change, I had wondered if they were going to make some blanket thing about magic weapons dealing Force damage now, similar to the Monk's empowered strikes. But no: it seems that there is no such alteration.

So, where does that leave us?

I suspect that when we get the full Monster Manual, we're going to see far fewer creatures with these resistances, and very, very few with immunities. The Imp, for example, in 2014, had non-magical weapon resistances, but still has the classic devil fire immunity and cold resistance. I imagine this might extend all the way up to things like Pit Fiends and Balors.

In other words, I suspect that the creatures that do have these resistances will be exceptional - a rare case in which you martial characters might want to take evasive action while the spellcasters handle things. The Fire Elemental's new cold vulnerability reinforces this idea (I hope we see more vulnerabilities).

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