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  1. loverdrive

    D&D General Weapons should break left and right

    I think there are "genres" to complexity. The kind of complexity that we often imagine when talking about, well, complexity is the book-keepy annoying kind of one. Many people don't like it — I'm among them. If anything, my proposal can be a simplification — now, "I don't want to read the...
  2. loverdrive

    D&D General Weapons should break left and right

    Does this look comedic to you? Multiple characters, including the protagonist, break and drop their weapons, get disarmed, and then get into fistfighting. This is not realistic (realistically, there'd be no fight at all, being outnumbered with a shorter weapon is a death sentence), this is...
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    1759164332433.webp

  4. loverdrive

    D&D General Weapons should break left and right

    Or epic, mythical and heroic enough that no implement of war forged by a mortal hand can withstand the intensity of the fighting.
  5. loverdrive

    D&D General Weapons should break left and right

    Sure, because breaking multiple weapons in a single fight and going into battle with a broom, breaking it in half over orc's head and jamming the pointy end into another's chest is sooo realistic. Indeed. It's absolutely historical, I've seen multiple treatises on that. What?! Lances are very...
  6. loverdrive

    D&D General Weapons should break left and right

    It makes you consider when to spend (or not to spend) resources. Making mistakes will lead to bad outcomes. Nothing fundamentally bad or broken about that. That's how games work -- they give you opportunities to screw up and then the whole process of play is avoiding screwing up. Hoarding (and...
  7. loverdrive

    D&D General Weapons should break left and right

    Then they will die. Hoarding resources instead of using them is bad resource management. The only reason it happens in single-player videogames is because you can bash your head against the brick wall until it breaks. In all other types of games you just lose the game with a lot of resources.
  8. loverdrive

    D&D General Weapons should break left and right

    Magic weapons are also a good thing to consider: the way the game works right now, after you've found a good magic sword, you are mostly set. You are highly unlikely to ever let go of it, unless you find a straight upgrade to it somewhere. If weapons break, magic weapons can have much more...
  9. loverdrive

    D&D General Weapons should break left and right

    You triggered a sleeper agent activation phrase. So....... Big part of UT (against an opponent of equal skill, at least) is controlling space, reading your opponent and, yes, managing resources (ammo and health). It's not mindless by any stretch, at least in competitive play, despite all the...
  10. loverdrive

    D&D General Weapons should break left and right

    There's a word for needlessly hoarding resources: being bad. Good player knows when a situation calls for expending resources. Bad players lose the match with full super meter. Or thousands of gold in their treasury. Or with an inventory full of powerful scrolls.
  11. loverdrive

    D&D General Weapons should break left and right

    In design (including game design), subtracting something often leads to net increase in options and decision-making. There's a reason Akuma is banned in Hyper Fighting, and all that. I don't know if it was you or someone else that voiced the idea that "just adding more weapon options" is a...
  12. loverdrive

    D&D General Weapons should break left and right

    Is it, really? I know multiple games that don't have any sort of resource management tied to magic. Gameplay balance is meaningless if there's no gameplay to balance. Within RPGs, the most salient form of gameplay is resource management and valuation -- both of which aren't really a thing for...
  13. loverdrive

    D&D General Weapons should break left and right

    What about managing spell slots? Or ki points?
  14. loverdrive

    D&D General Weapons should break left and right

    What? No, a good wizard is focused on control/disable spells. Damage is a pretty bad way to spend spell slots most of the time.
  15. loverdrive

    D&D General Weapons should break left and right

    I think making martial characters not totally brain-dead to play is a worthwhile goal. Like, thinking is fun. Managing resources is fun. Well, either fistfighting would need to be revamped and made stronger, or there can be unbreakable back up weapons that are better than nothing, but worse...
  16. loverdrive

    D&D General Weapons should break left and right

    You are building a fighter. You take a look at weapon table, crunch some numbers, come to the obvious conclusion: greatsword is the best weapon (I don't know how accurate it is to modern state of 5.5e, but if it isn't: replace greatsword with whatever other best weapon there is). You've built...
  17. loverdrive

    D&D General Weapons should break left and right

    DooM, where you famously punch pinkies and try to cause enemy infighting to conserve ammo? Melee weapons breaking is the equivalent of a gun running out of ammo. They are, for all intents and purposes, the exact same mechanic.
  18. loverdrive

    D&D General Weapons should break left and right

    The way I see it there should be a limit for carried weapons, with main source being the battlefield itself rather than your backpack.
  19. loverdrive

    D&D General Weapons should break left and right

    I do not understand where anything about realism came from in this thread. I never mentioned it once. It was never the stated goal, yet large swaths of posters are arguing against something they imagined rather than something actually said. The whole point is to make the game more fun! So each...
  20. loverdrive

    D&D General Weapons should break left and right

    I probably made a mistake of presuming that weapons are actually different, gameplay-wise and aren't just different damage dice. The game I'm playing right now is very sim-y and has very nicely modeled weapons, and it kind of slipped my mind that in 5e most weapons are the exact same thing.
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