i am about to start running CoS, and after the first couple of read throughs, I have noticed there are many monsters that have resistance to non-magical weapons, but only 1 magical weapon available to the players from level 1-10. This seems to really make playing fighters, rogues, rangers and even paladins very challenging to say the least. Am I missing something?
Spell casters can cast Magic Weapon or Enchant Weapon or whatever to get around some of that. Also some of the monsters take normal damage from silvered weapons, which helps. Otherwise the adventure is what it is. It is supposed to feel pretty deadly with extra dangerous monsters.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
This doesn't mean you can't throw some in if the going is getting that tough. As grueling and gritty as it's supposed to feel, I know (as DM and player of CoS) it can feel downright punishing at times. If the player's get through an important section or beat a chapter's miniboss, maybe give them a weapon. Maybe Rahadin had an enchanted blade, or one of Wintersplinter's branches can serve as a magic quaterstaff. Maybe the wereravens have some +1 daggers stashed away or Ezmerelda can silver a weapon during some downtime.
Or maybe it won't matter to your players. Maybe they'll have their casters spell lists filled with thing to help meidigate that. Maybe they'll relish having encounters that always feel risky. Depends how new they are to D&D in general, but I know a few people that go into CoS expecting Tomb of Horrors grade harshness. And it definitely can be at times. So watch your players. Give them a hand (or magic weapon) if they are genuinely losing interest due to making their 3rd character this session.
This doesn't mean you can't throw some in if the going is getting that tough. As grueling and gritty as it's supposed to feel, I know (as DM and player of CoS) it can feel downright punishing at times. If the player's get through an important section or beat a chapter's miniboss, maybe give them a weapon. Maybe Rahadin had an enchanted blade, or one of Wintersplinter's branches can serve as a magic quaterstaff. Maybe the wereravens have some +1 daggers stashed away or Ezmerelda can silver a weapon during some downtime.
I agree wholeheartedly! One of the best things about D&D is getting a magic weapon for the first time. I think in a CoS game you have to make them super scarce though. One magic item per character seems reasonable, and they should be super flavorful. @Norman_Ashthorn's ideas are perfect!
Also, remember that you are under no obligation to adhere to the statblocks. If you truly feel it would be an issue, you can simply remove the resistance. However, keep in mind that the resistance is used in calculating the CR.
Can always throw them a bone if they roll a nat 20 on investigation checks for loot and have something magically turn silver that wasn't silver before. Disguise it behind the roll should they be so fortunate.
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i am about to start running CoS, and after the first couple of read throughs, I have noticed there are many monsters that have resistance to non-magical weapons, but only 1 magical weapon available to the players from level 1-10. This seems to really make playing fighters, rogues, rangers and even paladins very challenging to say the least. Am I missing something?
Spell casters can cast Magic Weapon or Enchant Weapon or whatever to get around some of that. Also some of the monsters take normal damage from silvered weapons, which helps. Otherwise the adventure is what it is. It is supposed to feel pretty deadly with extra dangerous monsters.
This doesn't mean you can't throw some in if the going is getting that tough. As grueling and gritty as it's supposed to feel, I know (as DM and player of CoS) it can feel downright punishing at times. If the player's get through an important section or beat a chapter's miniboss, maybe give them a weapon. Maybe Rahadin had an enchanted blade, or one of Wintersplinter's branches can serve as a magic quaterstaff. Maybe the wereravens have some +1 daggers stashed away or Ezmerelda can silver a weapon during some downtime.
Or maybe it won't matter to your players. Maybe they'll have their casters spell lists filled with thing to help meidigate that. Maybe they'll relish having encounters that always feel risky. Depends how new they are to D&D in general, but I know a few people that go into CoS expecting Tomb of Horrors grade harshness. And it definitely can be at times. So watch your players. Give them a hand (or magic weapon) if they are genuinely losing interest due to making their 3rd character this session.
#OpenDnD. #DnDBegone
Also, remember that you are under no obligation to adhere to the statblocks. If you truly feel it would be an issue, you can simply remove the resistance. However, keep in mind that the resistance is used in calculating the CR.
Some really good advice here. Thanks folks.
Can always throw them a bone if they roll a nat 20 on investigation checks for loot and have something magically turn silver that wasn't silver before. Disguise it behind the roll should they be so fortunate.