Is weapon breakage fair?

Post/Author/DateTimePost
#1

h112211

Aug 11, 2010 8:53:31
I don't have the books yet, but I've been pondering the implications of a weapons breakage system. My main problem with it is that the concept punishes the classes that are completely weapon dependent, and others get to ignore it completely.

I understand that the rules give the choice to the player when a natural 1 is rolled, but I've yet to figure out why on earth anyone would ever opt to use the option. There is always the next round, and the  character is at least somewhat screwed the next round if the weapon is gone.

Thoughts?
#2

Shroomy

Aug 11, 2010 9:07:01
Weapon breakage is unfair in 4e IMO, but DS mitigates it somewhat in three ways.  First, there are two versions of the optional weapon breakage rules, one of which, the one I'd use, is ultimately under the player's control (i.e. reckless breakage).  Second, if you use inherent bonuses instead of magic weapons, breaking a weapon is sucky but not crippling, unless you're stuck with an improvised weapon for an extended length of time (and even then, I wouldn't describe it as "crippling," just annoying).  Third, there's the arena fighter build that actually makes the use of improvised weapons worthwhile, if you're using inherent bonuses that is.  In my mind, if you're going to use the weapon breakage rules, you should use the inherent bonus and alternate rewards systems.
#3

kungfujoe

Aug 11, 2010 9:07:38
Even though I'm going to be houseruling a different breakage system in my game, I'd say the options offered in the book aren't imbalanced too much.

If one is utilizing the low-magic, Inherent Bonuses option for their game, Weapon Breakage can be an annoyance, but will hardly be the death of a character, using either option. Fumbling Breakage is a bit harsher, without inherent bonuses, but Reckless Breakage still isn't too bad, since the player will be able to choose if his weapon breaks.
I don't have the books yet, but I've been pondering the implications of a weapons breakage system. My main problem with it is that the concept punishes the classes that are completely weapon dependent, and others get to ignore it completely.

I understand that the rules give the choice to the player when a natural 1 is rolled, but I've yet to figure out why on earth anyone would ever opt to use the option. There is always the next round, and the  character is at least somewhat screwed the next round if the weapon is gone.

Thoughts?



#4

slightlyepic

Aug 11, 2010 9:10:17
The book has two suggested rules:

1.  Rolling a 1 breaks the weapon.  Period.

2.  Rolling a 1 is a miss like before, but the player has the choice of rerolling the attack.  If the player doesn't reroll and accepts the miss then his weapon is fine.  If the player does reroll then the weapon breaks no matter what the player rolls on the reroll.

Rule 2 is simply a bonus for players - it gives them an extra option.

If you're worried about imbalance between weapon users versus implement users though then there's no reason you can't use the same rule for implements; channeling power through shoddy implements can cause them to break too. 
#5

lizardmage

Aug 11, 2010 9:14:07
I think they work out nicely, and are fairly balanced. 

You are right there is the next round to wait it out, but for some PCs they have the lovely 18-20 crit range which can equal tide turning damage or the fatal blow, so it's worth the risk.  Some people (myself) like the story element of the weapon breaking and delivering a powerful hit (say using a daily or the possiblity of a crit). 

As a DM I do try to put in a "replacement" weapon for them to pick up or plunder to be on the safe side, b/c you are right they are screwed if it breaks and the fight goes on.  When I  say replacement I mean same weapon they use, but they get the flat bonus reccomended, not the same magic weapon in the encounter
#6

lizardmage

Aug 11, 2010 9:14:57
The book has two suggested rules:

1.  Rolling a 1 breaks the weapon.  Period.

2.  Rolling a 1 is a miss like before, but the player has the choice of rerolling the attack.  If the player doesn't reroll and accepts the miss then his weapon is fine.  If the player does reroll then the weapon breaks no matter what the player rolls on the reroll.

Rule 2 is simply a bonus for players - it gives them an extra option.

If you're worried about imbalance between weapon users versus implement users though then there's no reason you can't use the same rule for implements; channeling power through shoddy implements can cause them to break too. 



Dude, that is a really good suggestion...and I am stealing it
#7

h112211

Aug 11, 2010 9:23:52
Yeah, the only way it could work is the inherent bonus stuff, breaking magic weapons would be too evil Cool

I like the concept as a story element, but my players immediately pointed out that fumbled breakage penalizes only weapon dependent characters. The suggestion to apply it to implements helps a lot, but what about monks? Do psionicists use implements/foci?

Reckless breakage I don't like too much, because like it was said, it's just a bonus option and not a hindrance.

One idea I had was to apply a cumulative -1 to damage for each fumble, all of which could be removed with a off-combat repair check.

#8

lizardmage

Aug 11, 2010 9:30:04

Monks break their Knuckles on a roll of 1....No, for monks, lose of Ki Focus or their Implement.  Or, muscle strain, give them a flat -2/3 to attack rolls and 1/2 damage?  Seems steep though, but we could work on it.

#9

FlashbackJon

Aug 11, 2010 9:30:27
I'll be honest, it never once occurred to me that the rule didn't apply to implements and/or ki foci.

Keep in mind that a broken weapon is still an improvised weapon, so...  Well, it's still bad, but at least they're not completely helpless.
 
#10

visanidethdm

Aug 11, 2010 10:10:38
I really like the Reckless Breakage rule because it mirrors defiling (reroll for a price) and evens the table a bit.
#11

gwydion9

Aug 11, 2010 10:20:54
Since Dark Sun uses a built-in system for enhancement bonuses, weapon breakage is not nearly as crippling as it in in high-magic games, where players rely on enhancement bonuses from items to hit.  A player whose weapon breaks can always resort to an improvised weapon, which will probably do less damage than his main weapon.  He will also lose his proficiency bonus.  If the weapon was magical, he won't get crit dice, properties, or access to any powers it has.  This is all bad, but far from crippling.

If you use the weapon breakage rules, players should respond by buying and keeping spare weapons.  Since they can't buy magical weapons, and can function perfectly well with nonmagical ones because of their built-in enhancement bonus, this is no big deal.
#12

alevar

Aug 11, 2010 10:26:34
And don't forget that a make whole ritual can easily repair that magic weapon you might have gotten (i might even make make whole cheaper, since i am definatly going to use at least some magic items (Not a whole lot though, and i would definatly mix in some inherant bonuses, and the like)
#13

pole287

Aug 11, 2010 10:33:22

I like the idea of weapon breaking since it gives you really good reason to use the monk which i imagine with weapons being so unreliable that plenty of people on athas would be monks.

#14

FlashbackJon

Aug 11, 2010 10:45:26
If you use the weapon breakage rules, players should respond by buying and keeping spare weapons.  Since they can't buy magical weapons, and can function perfectly well with nonmagical ones because of their built-in enhancement bonus, this is no big deal.


I'm not a big fan of the "bag of swords" effect, but I am a big fan of Dark Sun characters being armed with a plethora of different weapons, as the pregens are, for instance.  Since we already know that several can be worn without being held, there's a lot of options here.

#15

scottmcmillan

Aug 11, 2010 11:40:07
This came up last night with my group. Since the party was going into an extended rest I let them use a Nature skill check (DC 20) to repair the broken weapon using materials scavenged off the enemies they just defeated. I only allowed one roll since materials were limited and if you screwed up and ruined them, no second chances until you find more materials. As part of this I also ruled that they had to spend more time camped than they normally would since they had to rest and work on repairing the weapon, which means they ate up more survival resources.

The reason I used Nature is that most of the guys I know of who can knap arrow-heads out of flint and make bows and stuff like that are usually survival and oudoor experts, so Nature seemed to fit those kinds of skills best for me.
#16

Oninotaki

Aug 11, 2010 11:42:21
I love the rule(option 2), and I pity all the classes that cannot take advantage of it! I hate rolling 1s and I will bust every single weapon that every darksun character I ever play uses every single time I roll a 1 so that I can reroll it. I love that this option exists so much, that I may never ever play a nonweapon based class in darksun ever!

So I guess what I am saying is different strokes for different folks! To me if it is a disadvantage its only to those who cannot use it to reroll a 1 for any of their powers.
#17

theamnesiac

Aug 11, 2010 14:45:11
There's a reason why my Arena Fighter thri-kreen is going to be carrying around several different weapons. Especially with our houseruled critical fumbles.

One thing to consider, also, is the Boon system. It's entirely DM fiat, so you'd have to discuss it with them first, but if there's a weapon property you'd really like to have you can potentially get it with anything you use. Which to me is all kinds of awesome. I much prefer, flavorwise, the idea that it's the character themselves that are badass, not their gear.
#18

tavitin

Aug 11, 2010 14:45:18
Using Reckless Breakage breaks any non-metal weapon you wield on a reroll resulted from a 1 d20 roll right? no matter the second roll...

what about metal gear?
#19

cnahumck

Aug 11, 2010 15:18:44
Metal Gear is... Solid...like a snake...


If I remember correctly, Metal Weapons only break on a roll of 1 to 5, and this might also be mitigated by any magical enchantment on the item.  I don't ahve books, but couldn't resist the joke.
#20

FlashbackJon

Aug 11, 2010 15:41:51
The previews stated that metal weapons broke only on a 5 or lower on the reroll, but it's possible (though unlikely) that it was changed before the release.
#21

Pennarin

Aug 12, 2010 0:54:41
5 or lower, correct. Magic has no influence over it.
#22

h112211

Aug 12, 2010 2:10:51
Thanks for the comments everybody. I think I'll use a fumble breakage system that applies to implements and foci as well. Improvised weapons will be plentiful, and perhaps I'll give a small bonus (+1 to hit for the next attack?) if a player describes it in a cool way. I'll also make masterwork stuff harder to break, but make it a quest to find out the master craftsman and/or materials.

If someone decides to roll up a defiler I'll probably tweak that system as well.

#23

rothe

Aug 12, 2010 7:48:55
I like the idea of the reckless breakage rule. Sure, a small bonus for PC's, but so what.

What I also like about breakage in general is that smaller and ligher back-up weapons see some use. There is very little reason to carry a shortsword as a back-up weapon in vanilla 4e, but I like the idea  - especially since the inherit bonus system does not penalize for mundane weapons at high level.

Finally those daggers in the boot or shortswords on the belt do have a use. Especially when you already have a bloodied opponent and you roll "1". Just let the axe break and get the hit in there. Finish him off with a dagger.

Obviously, the rule is really best for rogues since they could just carry tons of daggers, which are the best weapon for them anyway. Still I don't think it is too biased.

And I would perhaps allow the implements to break in the same way.

I did think about an alternative rule that would force the reroll on non-magical weapons, but it does not seem to be too different, so why bother.

#24

MusicOfCreation

Aug 12, 2010 11:41:21
I myself would probably keep the weapon breakage to weapons only. The destructive powers of the arcane source is already well implemented via Defiling and a Reckless Breakage rule for arcane casters would SEVERELY undermine the temptation to defile. The powers of a Psion are no where near as visceral as that of a weapon using character and don't seem as inherently destructive as an Athasian arcane caster. Primal caster powers would feel out of place if they destroyed the implements they channeled through considering it is the power source that is trying to...you know?... restore the world and all.

Also I'm going to state the obvious by saying that if a caster doesn't have a magic implement(very probable) or hasn't taken Superior Implement Training(possible) then a destroyed implement has almost no effect on them whatsoever. Hell, inherent bonuses means your Battlemind or Ardent can grab Warlock powers and not have to carry an implement.
#25

big_goon

Aug 12, 2010 12:59:08
... then a destroyed implement has almost no effect on them whatsoever. Hell, inherent bonuses means your Battlemind or Ardent can grab Warlock powers and not have to carry an implement.


Music is correct. The ultimate effect of destroying a weapon is to remove the proficiency bonus and [W] damage of the item. Implements don't have either of these effects, so the user doesn't have to worry about these negative effects.
#26

gwydion9

Aug 12, 2010 13:55:49

If someone decides to roll up a defiler I'll probably tweak that system as well.





Since *every* user of arcane daily powers gets the arcane defiling power, there's really no such thing as "rolling up a defiler."  You can create a character that focuses on defiling, of course, or just choose to use the power a lot (or not), but every arcane class can use defiling magic out of the gate.
#27

tavitin

Aug 12, 2010 15:03:46
Weapon Breakage RULES!

pun intented, couldn't resist
#28

smeej

Aug 12, 2010 16:45:46

I might use something similar to the weapon breaking rule for defiling. The consequences and options for defiling are too wonky for me right now, i'd rather it be a constant temptation.

I figure they roll a 1 they have the option to defile and reroll and defiling takes away a healing surge from allies within a certain radius relative to the power level.

Not perfect, but I want it to be a constant temptation even for preservers ("well, just this once"), not have a devastating effect on allies but be dangerous enough. I'll tweak it. Maybe the area around the defiler becomes drained and defiling cannot be done on it.

#29

GMforPowergamers

Aug 12, 2010 19:31:59

I might use something similar to the weapon breaking rule for defiling. The consequences and options for defiling are too wonky for me right now, i'd rather it be a constant temptation.

I figure they roll a 1 they have the option to defile and reroll and defiling takes away a healing surge from allies within a certain radius relative to the power level.

Not perfect, but I want it to be a constant temptation even for preservers ("well, just this once"), not have a devastating effect on allies but be dangerous enough.




wont that make defiling less tempting... as is you can use it on any miss
#30

devp

Aug 12, 2010 22:21:08
I ran a one-shot Dark Sun game for some friends, and kept teasing the two melee players (a Battlemind and an Ardent) to use Reckless Breakage. For the Ardent, it broke down llike this:

Encounter 1: Rolls reckless breakage on her metal spear. Breaks it. Fights with fists for a while, then picks up another metal spear from a dead Templar. Breaks it. She finds a obsidian spear after the fight.

RP scene: "My daughter, as your Noble father, I cannot help you liberate the Brickyards. But take this: the magical metal Spear that is a metaphor for both our relationship and the fate of our Noble house."

Encounter 2: (eh, blazing starfall + minions + strategery = let's skip this encounter)

Encounter 3: Rolls reckless breakage on her ancestral metal spear.
html_removed
Breaks it. (Meanwhile, the Battlemind rolls Reckless Breakage for the first time and crits a templar. I imagine him basically pumping his weapon in the air like "WHO'S THE PSIONIC DEFENDER AND HAS FOUR ARMS? THIS GUY!")

It was fun. Perhaps this player will not roll as much Reckless Breakage in a longer game, and it's a good question of how often it would show up in that case, but it was fun for us. (Maybe I'll avoid suggesting it after a player has already lost a metal weapon.)
#31

h112211

Aug 13, 2010 3:11:03
The ultimate effect of destroying a weapon is to remove the proficiency bonus and [W] damage of the item. Implements don't have either of these effects, so the user doesn't have to worry about these negative effects.


True, but I'll probably use a some kind of penalty for using an "improvised" implement, maybe -2 to hit or something.

Not perfect, but I want it to be a constant temptation even for preservers ("well, just this once"), not have a devastating effect on allies but be dangerous enough. I'll tweak it. Maybe the area around the defiler becomes drained and defiling cannot be done on it.


I'd be interested in hearing what you come up with.

#32

h112211

Aug 13, 2010 3:14:27
I myself would probably keep the weapon breakage to weapons only. The destructive powers of the arcane source is already well implemented via Defiling and a Reckless Breakage rule for arcane casters would SEVERELY undermine the temptation to defile. The powers of a Psion are no where near as visceral as that of a weapon using character and don't seem as inherently destructive as an Athasian arcane caster. Primal caster powers would feel out of place if they destroyed the implements they channeled through considering it is the power source that is trying to...you know?... restore the world and all.



What about monks?

#33

MusicOfCreation

Aug 13, 2010 15:24:36
What about monks?



Unarmed monks should definitely not suffer from implement breakage imo. It would be wierd for a Monk to punch so hard that his magical prayer beads break. Weapon using monks are a grey area since they use weapons in melee as implement powers. Making weapon breakage apply to them would then make it so that other weapliment users may be forced to do weapon breakage rolls if you are using the same logic across the board.

Personally as a DM I'd apply weapon breakage to monks who use weapons, but not to weapliment based casters. Removing the temptation to defile from Sorcerers simply because they only use staves and daggers sort of undermines one of the key parts of the setting. Not to mention all of a sudden Wizards, Artificers, and Swordmages who both have weapliment options by default are no longer tempted to defile EVER. Warlocks and Bards can take Arcane Implement Proficiency which would then likewise remove the need to defile from them.

If you think about it when you compared them Arcane Defiling deals about 1/8th of your party's total hitpoints in damage to the party, defiles the land around the caster, and can not be hidden via bluff checks so has SEVERE roleplaying consequences in a city. "Weapon" breakage for a caster causes them lose +1 damage per tier (via Weapon Focus) and possibly another +1 bonus to attack rolls if the weapliment has a superior implement version. However all of that is immediately cancelled out if the caster is carrying extra implements and has spare minor actions.
#34

gwydion9

Aug 13, 2010 21:10:55

True, but I'll probably use a some kind of penalty for using an "improvised" implement, maybe -2 to hit or something.





Which would do nothing whatever, since the implement wielder has a built in enhancement bonus and does not need implements to use implement powers.  Why would they use an improvised implement that inflicts a penalty on their attack roll when they could just go without?

Implement classes have very little reason to use implements *at all* in dark sun, unless they have class features tied to them, as wizards do.  Unlike weapon users, their damage is hardcoded into their powers and they don't need proficiency bonuses.  Because their built-in enhancement bonus does not stack with implement enhancement bonuses, all a magical implement offers them is its crit dice and any powers and properties it might have.  Nice, but far from essential. 

Given all of that, implementing an implement breakage system really does not fix the stated problem: Weapon breakage rules will still penalize weapon using classes more than it will implement-using classes, who can more easily do without implements than weapon using classes can do without weapons.
#35

MusicOfCreation

Aug 13, 2010 23:19:07
Implement classes have very little reason to use implements *at all* in dark sun, unless they have class features tied to them, as wizards do.  Unlike weapon users, their damage is hardcoded into their powers and they don't need proficiency bonuses.  Because their built-in enhancement bonus does not stack with implement enhancement bonuses, all a magical implement offers them is its crit dice and any powers and properties it might have.  Nice, but far from essential.



Actually the table for inherent enhance bonuses says that you get +1d6 bonus crit damage for every +1 of inherent enhancement bonus that you have.
#36

Silverblade_The_Enchanter

Aug 14, 2010 9:28:00
Only non-magic weapons should break, any DM breaking a PC's magic item without damn good reasoon is a total jerk.

In RL,w epaon breakage with iron/steel wepaons was a real problem, hence why high quality swordmakers and metallurgists were in such high demand.
ancient Damascus steel was amazing, you cna go read up on it, and what any lord, knight etc worth his salt wouls want to get if they could

1 = weapon break - fair to me. hence smart folk would carry several weapons! you'd epxect that in Dark Sun
also not all weapons are inferiror (a club or staff for instance, but good wood isn't too common on Athas) and in my games I use "psionic tempering", whereby craftsmen use psionics to strengthen obsidian etc.
Obsidian is much harder than steel and the sharpest edge you can practically get in real life. it's flaws in the crystal make it prone ot shatter, if you could remove the flaws you'd have a super material

I imagine that since Athasians nealry always have some psionic talent, a few would have the ability to "temper" materials, remove flaws, strengthen them (see 2nd ed Psionic handbook)
such crafters would be very valuable!
#37

gwydion9

Aug 14, 2010 11:37:35
Only non-magic weapons should break, any DM breaking a PC's magic item without damn good reasoon is a total jerk.




The weapon breakage rules differentiate between metal and nonmetal weapons, not magical and nonmagical.  "Damaged magical weapons loose their ehancement, properties, and powers until repaired." page 122.


#38

MusicOfCreation

Aug 14, 2010 20:35:34
But breaking magic weapons doesn't matter that much due to inherent enhancement bonuses. You lose a possible property, a possible daily magic item ability, and your crit dice may change. That is until you pay the 50 gold or whatever it costs to cast the Make Whole ritual.
#39

Silverblade_The_Enchanter

Aug 14, 2010 22:29:26
But breaking magic weapons doesn't matter that much due to inherent enhancement bonuses. You lose a possible property, a possible daily magic item ability, and your crit dice may change. That is until you pay the 50 gold or whatever it costs to cast the Make Whole ritual.

Breaking a magic weapon is incredibly "lame" to use one of the current and rather useful meanings of that word, in this circumstance  :p

As a DM I'd never EVER break a magic item except when say:
some major critter like a fire gaint was trying specifically to sunder it,
or
the gods of ill fortune just take an enormous dump on your head
"You rolled THREE "1s" in a row? WTH?! um sorry bud, the Fates take a poo on you and your sword snaps!"
or
maybe the magic item is specifically weak, old etc. wich is quite appropriate to Athas, actually.

~~Edited for inappropriate language~~
#40

bruul

Aug 14, 2010 22:48:27
While I tend to agree with the magic items shouldn't break mentallity, they will likley be metal and much harder to break on Athas.  You can always say the breakage doesn't apply to magical metal weapons in your game.  That's why it's an optional rule.
#41

MusicOfCreation

Aug 14, 2010 23:09:06
In a normal game of D&D I agree that magic weapons shouldn't break. It turns your Fighter from a badass into a whimpering barefisted goon. It can make a character near worthless at higher levels.

However, Dark Sun includes the inherent bonus system as default to represent the low magic of the world. In all reality your adventuring party shouldn't find many if any magic items, but the system compensates for that. When a gladiator Fighter breaks his +4 Vicious Greatsword he curses, starts handing out knuckle sandwiches like its a lunch buffet, and loses very little effectiveness while he is at it.

Not to mention, if a magic item breaks then you can just repair it if you have a ritual caster in your party.
#42

mellowshipslinky

Aug 14, 2010 23:23:43
As long as you have weapon breakage apply to implements as well as weapons ... weapon breakage can still be not fair, unless you use the "player chose" rule.

Automatic weapon breakage on a natural 1 is just a severe critical fumble rule. Consult all of the arguments for why critical fumbles are bad for the party (in short: the best that can happen is the party has an easy time against a bunch of bumbling enemies, the worst that can happen is a TPK, one of these things is not like the other).

If weapon breakage is allowed as a choice, then you've just given everyone a new power. Players (and Team Monster) will never choose to risk breaking their weapon unless they can deal with a broken weapon.
#43

theamnesiac

Aug 14, 2010 23:49:10
Huzzah for playing an Arena Fighter. If I can hold it, I can kill you with it. I plan on abusing the hell out of the reroll breackage rule.
#44

el_ahrairah

Aug 15, 2010 0:44:39
I'm starting a DS game soonish, and plan on using the Reckless Breakage rule.

But I still would like to implement some form of weapon breakage that the player has no control over. Nothing that would happen too often, but enough to where players don't have TOTAL control over weapon breakage.

A player mentioned that if a character was Dominated by a monster, and they rolled a one, the DM/monster could opt to break, a situation I am sorely looking forward to as a DM.

Natural ones can come up frustratingly often, so an option might be to have weapons break on a natural one, but the weapon gets a save on a 10+ secondary roll.

I don't know, I'm not a designer.
#45

gwydion9

Aug 15, 2010 11:41:27
Breaking a magic weapon is incredibly "lame" to use one of the current and rather useful meanings of that word, in this circumstance  :p



Well, that's incredibly offensive.  I very rarely put people on ignore, but you, my friend, are at the top of my list.



#46

Pennarin

Aug 15, 2010 12:22:08
Mmm, yeah, no need to report it, but *** **** talk is inaproriate usage in any discussion outside of a group of close friends who can grasp the full extent of the subtext (which is often derogatory anyway). On a forum like this one, there is no subtext to be gleaned (hence all the fights!). I suggest never using those expressions on a forum again.

"Breaking a magic weapon is incredibly lame" (emphasis mine) would have done the job of expressing your idea ;)
#47

ORC_Nashira

Aug 15, 2010 13:13:20
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#48

Pennarin

Aug 15, 2010 13:56:14
A bit harsh to moderate a third degree reference, but whatever WotC needs I'm good with it.
#49

vigilant1

Aug 15, 2010 14:34:04
The suggestion about having implement breakage could balance things out but it seems kind of odd from a narrative perspective. Weapons I can understand, you attack them in melee but fumble and break the weapon, but how do you explain a psion, wizard, shaman and so on breaking implements on a natural 1? Does a power oveload accidently occur resulting in the implement exploding or something?
#50

tiamatdragonwing

Aug 15, 2010 18:19:23
The suggestion about having implement breakage could balance things out but it seems kind of odd from a narrative perspective. Weapons I can understand, you attack them in melee but fumble and break the weapon, but how do you explain a psion, wizard, shaman and so on breaking implements on a natural 1? Does a power oveload accidently occur resulting in the implement exploding or something?



Thats how I'd play it personally
#51

Silverblade_The_Enchanter

Aug 15, 2010 18:19:45
Exactly what country of origin, age, orientation and degree of stupidity do you think I have/am, hm?
jeesh, I so loathe political correctness.
It's not the same as stopping abuse, which actually requires more effort in that you have to verify the INTENT. Like, you know, asking someone before going cuckoo on them

It's 2010 , folks. I know much of the world hasn't noticed this and still indulges in all kinds of heinous abuse, but for some of us, it ain't the Dark Ages, ok?

facepalm.jpg




#52

MusicOfCreation

Aug 15, 2010 18:28:31
"Breaking a magic weapon is incredibly lame" (emphasis mine) would have done the job of expressing your idea ;)



WHOA!!! No need to go into bashing people who are crippled! I have had plenty of friends who have been crippled at some point in their life.
#53

Pennarin

Aug 15, 2010 18:34:56
lol
#54

vigilant1

Aug 15, 2010 20:13:22
I was just thinking of a variation of the Reckless Breaking rule. If you roll a natural 1, and decide to reroll, you get an automatic crit if you hit. You strike really hard with your weapon, dealing alot of damage to your opponent, but damage and break the weapon in the process. If you go out, go out with a bang. Does this sound reasonable, or is it too powerful and unbalanced?
#55

Silverblade_The_Enchanter

Aug 15, 2010 22:04:54
"Breaking a magic weapon is incredibly lame" (emphasis mine) would have done the job of expressing your idea ;)



WHOA!!! No need to go into bashing people who are crippled! I have had plenty of friends who have been crippled at some point in their life.



Well I'm not lame (*) but I am disabled, so using that would have been BAD! ;)

(*) well my right knee's iffy, but that's a minor problem thankfully :p
#56

MusicOfCreation

Aug 15, 2010 22:19:54
I was just thinking of a variation of the Reckless Breaking rule. If you roll a natural 1, and decide to reroll, you get an automatic crit if you hit. You strike really hard with your weapon, dealing alot of damage to your opponent, but damage and break the weapon in the process. If you go out, go out with a bang. Does this sound reasonable, or is it too powerful and unbalanced?



While it sounds cool as hell, it sounds crazy powerful. If I put myself in the shoes of a melee I'd want to roll 1 only slightly less then I'd want to roll a 20.
#57

bruul

Aug 16, 2010 0:04:25
Agreed.  Way too much.  Apply that idea to a Mul with a great axe at paragon tier and you'll see why it's uber powerful.  Turning a miss into a hit isn't good enough?
#58

obscure_user

Aug 16, 2010 1:21:06
Top TWO Reasons why breakage rules are barely an issue:

1. Martial Practice: Temporary Fix
For the cost of 1 healing surge and 10 min. your weapon is fine for 24 hours.

2. Ritual: Make Whole
For the cost of 20% of the items cost and 10 min. your weapon is permanently fixed.

Both of these are available to players at first level. All reckless breakage is going to do is spoil that one encounter you break your weapon in, unless someone in the party doesn't have one of the fixes listed above.

In summary, Breakage rules are a cool addition, and will be a handy tool even to other campaign settings to simulate primitive weaponry.
#59

h112211

Aug 16, 2010 6:45:11
If weapon breakage is allowed as a choice, then you've just given everyone a new power. Players (and Team Monster) will never choose to risk breaking their weapon unless they can deal with a broken weapon.



This sums up my concern perfectly. I'd like to have my Athas be a hard and difficult place, and while fumble breakage IMO reflects this well, but giving the players a new option with no real downsides does not.