Search results

  1. Lanefan

    D&D General Weapons should break left and right

    In my system, on first thought I'd probably do it something like: --- what would normally be your daily slots per level become the number of daily random spells per level, thus if your slots would normally be 4 1st, 2 2nd and 1 3rd you'd instead draw four random 1st-level spells, two random...
  2. Lanefan

    D&D General Weapons should break left and right

    Now that's a true Wild Mage. Love it! I might have to find a way to swipe this and incorporate it into my game somehow.
  3. Lanefan

    D&D General Weapons should break left and right

    Meh, it's all D&D; much like all tissues are kleenex even if the box they came in says something different on it.
  4. Lanefan

    D&D General Weapons should break left and right

    Counterpoint: please do! There's loads of design space for lingering or permanent injuries, also something has to explain at the rules-and-mechanics level how the bartender got that permanent limp during his adventuring career. Once you add that explanation in any form beyond DM handwave then...
  5. Lanefan

    D&D General Weapons should break left and right

    You'd have to roll extremely poorly to lose them all. Pulling Talons from a Deck, though - yeah, can't help you with that. :) Different strokes, I guess; I prefer the more easy come easy go style. It's a fairly easy dial for a DM to tweak to achieve either preference, though, so probably not...
  6. Lanefan

    D&D General Weapons should break left and right

    Easily reflected by the creature taking damage when "weapon breaks" would otherwise be the case. If the game had specific-location damage rules then that damage would go to the paw or mouth etc. as appropriate; but those rules don't exist and so generic damage is all we're left with.
  7. Lanefan

    D&D General Weapons should break left and right

    Or just have it that if you're carrying all those magical backups they too are at risk every time you fail a save vs AoE damage. IME that tends to be something of an equalizer over time, if somewhat random. Also, part of the reason for having more than one magic weapon - assuming you can find...
  8. Lanefan

    D&D General Weapons should break left and right

    I'm using a homebrew initiative system, individual rather than side, and leaving melee only gives your direct foes a free attack at you and even that's not guaranteed*. Most of the lost spells are due to either enemy missile fire, an enemy spellcaster or similar, or friendly fire due to a...
  9. Lanefan

    D&D General Weapons should break left and right

    The obvious next line in that conversation: DM: OK, Bob, skip your turn. Cindy, you're up.
  10. Lanefan

    D&D General Weapons should break left and right

    You say this like it's a bad thing. It isn't. :)
  11. Lanefan

    D&D General Weapons should break left and right

    Sadly, the challenging-to-the-player style of game is something many modern players (i.e. anyone who came in since about 2010) have likely never been exposed to. True. We need four. One for each classic genre of class - a dirt-simple warrior, a dirt-simple rogue, a dirt-simple cleric type...
  12. Lanefan

    D&D General Weapons should break left and right

    The trick is to hit that balance where replenishment is likely but not guaranteed, such that using (or breaking) an item carries some risk that it won't easily be replaced and yet the possibility or even probability of replacement still exists to the point where using the resource instead of...
  13. Lanefan

    D&D General Weapons should break left and right

    Every warrior might. Heroism has nothing to do with it.
  14. Lanefan

    D&D General Weapons should break left and right

    Weapons can occasionally break in my game - confirmed fumbles are a thing, after all - and yet IME that never stops players from having their characters use the best they have at all times.
  15. Lanefan

    D&D General Weapons should break left and right

    On average (though admittedly I've never tracked the numbers closely) I'd say there's on average about one PC-side spell interrupted per combat in my game, including all caster types. Which is significant, in that having a spell interrupted can trigger a wild magic surge... :)
  16. Lanefan

    D&D General Weapons should break left and right

    While I agree with this in principle, complexity then rears its ugly head. Weapon-vs-armour and similar add a lot of complexity for not all that much return; having weapons break now and then (though perhaps a bit less often than the OP might imply) seems far simpler in the long run and would...
  17. Lanefan

    D&D General Weapons should break left and right

    This all sounds just fine to me. Where do I sign up?
  18. Lanefan

    D&D General Weapons should break left and right

    Agreed, though sometimes not thinking can also be fun. Or - and I could really get behind this - "indestructible" becomes a costly yet highly sought-after enchantment on any weapon.
  19. Lanefan

    D&D General Weapons should break left and right

    The formula for how many weapons you can have on hand is [X * H] + X where X is the average number of weapons a person can carry and H is the number of henches and hirelings you can afford to bring into the field. The trailing "+ X" is, of course, the weapons you're actually carrying yourself.
  20. Lanefan

    D&D General Weapons should break left and right

    One of the more common results on our fumble tables is "weapon breaks". If it's a magic weapon, it gets a save to not break. If the weapon is part of the wielder e.g. a creature's claws or a Monk's fist then it just hurts itself. Good point about armour damage, though. Use in combat should...
Top