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Airwalkrr's Greyhawk D&D 3.5 - Maure Castle OOC
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<blockquote data-quote="airwalkrr" data-source="post: 5062786" data-attributes="member: 12460"><p>I have updated the house rules section to include qualifiers for critical hits, sneak attack, and magic weapon special abilities (the latter of which I have decided to just categorically ignore for purposes of determining damage to a weapon).</p><p></p><p>Historically, this rule has mostly affected only main front-line melee characters. Given the proclivity that I have noticed almost all such characters have for adamantine weapons, high enhancement bonuses, and a veritable golf bag of spare weapons even before I began implementing this rule into my games, it has never caused any serious problems. Generally it means they spend some cash on wands of repair light wounds (to supplement their wands of cure light wounds or lesser vigor), or get the cleric to cast make whole once in a while.</p><p></p><p>Why did I implement the rule? I got sick of players hacking holes in 10-foot deep stone walls with their adamantine weapons and otherwise treating their equipment like it was indestructible. I've seen it more times than I wish to recount. Giving weapons their own sense of mortality forces the players to treat their weapons like the precious tools that they are and to only use them when absolutely necessary. If you hack at something with a hafted weapon, it's going to splinter. If you hack at something with an edged weapon, it's going to dull or crack. This is a fairly straightforward rule that incorporates a little more realism into the game and requires players to use a little more common sense with melee weapons. It's not like there aren't easy ways to handle the issue. As I've mentioned already, wands of repair light damage and the make whole spell are relatively minor resources for a group of high-level characters. If they spend a little time at the end of battle patching up weapons like they do patching up their own wounds, it's not going to be the end of the world. But it does make the prospect of digging your own tunnel with a short sword a little less appealing.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5062786, member: 12460"] I have updated the house rules section to include qualifiers for critical hits, sneak attack, and magic weapon special abilities (the latter of which I have decided to just categorically ignore for purposes of determining damage to a weapon). Historically, this rule has mostly affected only main front-line melee characters. Given the proclivity that I have noticed almost all such characters have for adamantine weapons, high enhancement bonuses, and a veritable golf bag of spare weapons even before I began implementing this rule into my games, it has never caused any serious problems. Generally it means they spend some cash on wands of repair light wounds (to supplement their wands of cure light wounds or lesser vigor), or get the cleric to cast make whole once in a while. Why did I implement the rule? I got sick of players hacking holes in 10-foot deep stone walls with their adamantine weapons and otherwise treating their equipment like it was indestructible. I've seen it more times than I wish to recount. Giving weapons their own sense of mortality forces the players to treat their weapons like the precious tools that they are and to only use them when absolutely necessary. If you hack at something with a hafted weapon, it's going to splinter. If you hack at something with an edged weapon, it's going to dull or crack. This is a fairly straightforward rule that incorporates a little more realism into the game and requires players to use a little more common sense with melee weapons. It's not like there aren't easy ways to handle the issue. As I've mentioned already, wands of repair light damage and the make whole spell are relatively minor resources for a group of high-level characters. If they spend a little time at the end of battle patching up weapons like they do patching up their own wounds, it's not going to be the end of the world. But it does make the prospect of digging your own tunnel with a short sword a little less appealing. [/QUOTE]
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