D&D General Weapons should break left and right


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You've lost me I'm not following what a list of feats has to do with either ammunition or weapons breaking
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The concept of proposition, as outlined in the OP: fighter is deadly with every weapon, but! has to juggle them constantly, for whatever reason, be it being disarmed, or having his sword broken, or whatever else.

It's just like how ammunition in video games forces you to constantly change weapons and change your play style.
 

The concept of proposition, as outlined in the OP: fighter is deadly with every weapon, but! has to juggle them constantly, for whatever reason, be it being disarmed, or having his sword broken, or whatever else.
Fighters having good reasons to use multiple weapons sounds great. If you proposed ways to accomplish that goal without punishing and screwing Fighters over (e.g. breaking their weapons), many people would likely support it.

WotC attempted to achieve this with Weapon Mastery, with debatable level of success. It doesn't really go far enough to provide strong motivation to frequently swap weapons, but it's a step in that direction.
 

. . .

The concept of proposition, as outlined in the OP: fighter is deadly with every weapon, but! has to juggle them constantly, for whatever reason, be it being disarmed, or having his sword broken, or whatever else.

It's just like how ammunition in video games forces you to constantly change weapons and change your play style.
Except in video games, all the "juggling" is done automatically by the computer, and is largely the main point of play in the game. Juggling weapons in an RPG is very much not what most people are sitting at the table for.
 

Except in video games, all the "juggling" is done automatically by the computer, and is largely the main point of play in the game. Juggling weapons in an RPG is very much not what most people are sitting at the table for.
I don't see "grabbing a self-contained printout of your weapon statblock" to be a particular hassle in terms of UX.

GM does a lot more juggling and bookkeeping with monster statblocks and nobody is complaining about that.
 

Meh, the whole hit during casting thing isn't really an issue. Look at @Maxperson's example from the 2e books. The trolls got an intiative of 7. That means that both trolls had to roll 1's on their initiative while the MU had to roll a 10.

But, apparently, that's what happens "all the time". 🤷
The Magic User rolled a 9 with a 1st level spell. The trolls needed a 3 or less to disrupt that spell. A 30% chance for a large, slow creature. Had that been a medium creature, it would have needed a 6 and been 60% likely to disrupt. Even if the Magic User rolled a 6 and ended up with a 7, the medium creature would still disrupt 30% of the time.

If the DM was following the rules, spells were disrupted quite often. Not a majority of the time, but it shouldn't disrupt a majority of the time.
 

Even if the Magic User rolled a 6 and ended up with a 7, the medium creature would still disrupt 30% of the time.
Ahh, then the eariler point about sematics was correct. "Quite often" =/= "majority of time". In other words, we're saying the same thing, just phrasing it differently.

Add to that the fact that you allow monsters to wander past fighters without penalty and it does seem to show why you would think it happens so often. Note, I never actually played the "must be hit during casting", that was just me misremembering the rule. We always played it "lost if hit before casting", but, since virtually no monsters have ranged weapons, there were almost no monsters that could cast magic missile, and we didn't allow enemies to just walk past the fighter, we didn't see spell interuption very often. LIke, maybe, maybe once per session and probably closer to once per adventure.

Again, if your MU is in melee with a troll, the players have screwed up FAR more than my players ever did.
 

Ahh, then the eariler point about sematics was correct. "Quite often" =/= "majority of time". In other words, we're saying the same thing, just phrasing it differently.

Add to that the fact that you allow monsters to wander past fighters without penalty and it does seem to show why you would think it happens so often. Note, I never actually played the "must be hit during casting", that was just me misremembering the rule. We always played it "lost if hit before casting", but, since virtually no monsters have ranged weapons, there were almost no monsters that could cast magic missile, and we didn't allow enemies to just walk past the fighter, we didn't see spell interuption very often. LIke, maybe, maybe once per session and probably closer to once per adventure.

Again, if your MU is in melee with a troll, the players have screwed up FAR more than my players ever did.
You were saying it almost never happened. I'm saying I saw it happen probably 10%-20% of the time. It's been a long time, but it wasn't uncommon to see happen and was a huge factor in playing a spellcaster.

I remembered the rule about being hit before casting, but we house ruled it a bit. If you were hit before your initiative, you could not cast a spell. You only lost the spell if you were hit during that narrow window. That seemed more fair to us, given the frequency of disruption.

It also didn't have to be melee. Ranged attacks and spells were a larger concern, though depending on the make-up of the battleground, sometimes the front line PCs couldn't do anything, because there wasn't a narrow area to make a front line in.
 



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