hong said:
Just because there are rules for breaking items doesn't mean it should happen all the time, or even at random. Because there are rules for tripping, disarming and bull rushing people, does that mean they get used more than once in a blue moon?
I use those rules all the time. Have you ever looked at how well a dragon can trip or disarm your average (or even above-average) PC? Dragons
love to knock people down and take their stuff. Trip gets used every time the PCs fight wolves--not exactly an uncommon creature. And if an NPC baddie is going to spend a Feat on Sunder, you can bet he'll use it.
hong said:
Arthur _as a character_ is whoever he is, and whatever he does. Arthur's _place in the Arthurian cycle_ is defined not just by his character, but by his position as king of the Britons, and a key part of that, in symbolic terms, is his wielding of Excalibur. You cannot separate the two, in terms of the part they play. Yes, he'd still be Arthur if he lost it, but the fact is that he _doesn't_ lose it, at least not until the end. As said, this is a defining aspect of fantasy and mythology.
Then Arthur must have made rolled higher on the opposed attack roll for Sunder.

I'm not claiming that heroes of folklore and mythology have nothing to do with D&D heroes--obviously, that folklore and fiction is what spawned the very
idea of the valiant fantastic warrior. But D&D is also a strategy game of rules and numbers. I'd rather challenge my players than coddle them. If the villain can hurt the PC by hurting his "stuff," then by Eris he'll bloody well do it.
hong said:
Have a look at SKR's recent pdf, Swords into Plowshares. That product lists 70-odd weapons, ranging from simple +1 swords to items of singular power, all with detailed backstories. Why would anyone put that much effort into detailing what, in the end, are really just sharp sticks? Because they're _more_ than just sharp sticks. Magic items in fantasy have a significance of their own, and most players recognise that.
I haven't looked at it, but I agree with the concept. I make my players name their (magic) weapons, and give them a good description of the item. I try to impress upon them that the item of magic is unique, and has a history of its own. BUT, those same weapons could end up lost or destroyed (because it's a game of strategy and numbers
also)--the uniqueness and fragility of magic items do not have to be mutually exclusive concepts.
hong said:
A character in D&D (regardless of class) should be more than just who they are, and what they do. The DMG itself talks about this: as you gain levels, you carve out a place for yourself in the world. You're no longer just a grunt adventurer, going into dungeons and looting the treasure; you become a power to be reckoned with, and your story is what drives the campaign onward. One of the ingredients of that story -- what separates you from everyone else -- is your command over the forces of the supernatural world, given definite form in the items and weapons that you wield.
Yes, it sounds good, but what does that really mean? Of
course you become a power to be reckoned with as you gain levels, and of course you pick up precious items of magic along the way, and become known for them. Tales are told of Billy Badass and his Blade of Doom. But "stuff happens" in D&D, and you can either use those occasions as an opportunity to role-play your brave warrior's rage and regret at losing a precious heirloom and trusted weapon...or the valiant "power to be reckoned with" can break down and throw a tantrum.
It seems like, at base, you're talking about role-playing. So am I. But you seem to be saying that players who role-play their "command over the forces of the supernatural world" exceptionally well and show the proper reverence for their magic items should be treated with kid gloves...immune to mean tricks like trip, bull rush, disarm, and sunder. I think you can have both reverence and breakage.
Those mean tricks come out of the
Player's Handbook, after all...players are free to use them whenever they want.