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<blockquote data-quote="Nemesis Destiny" data-source="post: 5701452" data-attributes="member: 98255"><p>YMMV, but that is far too much bookkeeping for my liking. I do use a variant to make natural 1s mean something, but basically it is just an adaptation of the Reckless Breakage rule from Dark Sun.</p><p></p><p>If someone rolls a 1, they can opt to take a reroll, but risk breaking their weapon. If they decide to make the roll, hit or miss, the item gets a saving throw (made by the DM), adjusted for any magical plusses, and any bonuses its wielder gets to saves. If the item fails the save, it is rendered useless, or something bad happens.</p><p></p><p>How severe this is depends on the tone of the campaign. I think it's pretty safe to destroy things that are easily replaced, like mundane weapons and implements. Magical stuff, I would just have effectively broken until a short or an extended rest. Or, with things like bows and crossbows, maybe the string snaps or the mechanism jams and they need a Standard action to fix it. Broken items might still be useful, but may suffer a penalty to hit, or lose part of their functionality - I once had a halberd-wielder fail his reckless breakage, and had the shaft snap near the middle, turning it into a battle axe until he could replace the pole.</p><p></p><p>It is still a little more complicated and not as gritty as Dark Sun, but that was my aim. I have not found it to slow gameplay down much, and it has certainly helped speed up combats while making them more interesting by turning (roughly) 50% of all natural 1s into hits. Mathematically, this con increase everyone's hit chance by about 2.5%, depending on their hit chance. It does some wonky things to the math for calculating the effects of critical hits on your DPR (if you care about that), since you can theoretically turn 5% of every re-rolled critical miss into one.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5701452, member: 98255"] YMMV, but that is far too much bookkeeping for my liking. I do use a variant to make natural 1s mean something, but basically it is just an adaptation of the Reckless Breakage rule from Dark Sun. If someone rolls a 1, they can opt to take a reroll, but risk breaking their weapon. If they decide to make the roll, hit or miss, the item gets a saving throw (made by the DM), adjusted for any magical plusses, and any bonuses its wielder gets to saves. If the item fails the save, it is rendered useless, or something bad happens. How severe this is depends on the tone of the campaign. I think it's pretty safe to destroy things that are easily replaced, like mundane weapons and implements. Magical stuff, I would just have effectively broken until a short or an extended rest. Or, with things like bows and crossbows, maybe the string snaps or the mechanism jams and they need a Standard action to fix it. Broken items might still be useful, but may suffer a penalty to hit, or lose part of their functionality - I once had a halberd-wielder fail his reckless breakage, and had the shaft snap near the middle, turning it into a battle axe until he could replace the pole. It is still a little more complicated and not as gritty as Dark Sun, but that was my aim. I have not found it to slow gameplay down much, and it has certainly helped speed up combats while making them more interesting by turning (roughly) 50% of all natural 1s into hits. Mathematically, this con increase everyone's hit chance by about 2.5%, depending on their hit chance. It does some wonky things to the math for calculating the effects of critical hits on your DPR (if you care about that), since you can theoretically turn 5% of every re-rolled critical miss into one. [/QUOTE]
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