It's all good, I think I mistakenly assumed you were one of the designers and were being a Crawford about itI feel it is clear? You seem to understand it just fine!
I get that you don’t like it, and that’s your prerogative, and if a designer wants to pop in to debate with you why they made particular design decisions, they’re welcome to, but that’s not something I can really do.
Sorry. I’m not trying to be unhelpful, I promise, but I’m only able to pass specific rules questions to the designers. I can’t really be passing messages back and forth in an essay debate.![]()
I am -- there were about 30 designers in total. If you want to talk about strongholds or the journey rules, I'm all ears! Those I had a very direct hand in.It's all good, I think I mistakenly assumed you were one of the designers
Perhaps the takeaway is that once a weapon or armor is "damaged", the damage is already much greater than the "1 foot dimension rule". Aka the sword is cracked down through the blade, the armor has a very large rip, etc.By contrast, I have a longsword. Same material, roughly the same dimensions, and let's say the blade snaps. Should I not also be able to mend that back together?
I find this confusing what Marrus stated as that assumption undermines the Elective Studies: Persistent Mending Feature from the Wizard class, which allows "When you finish a long rest, choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect." If that is indeed the case an errata for both the cantrip and Elective Study should be given.
Oh wait this is actually brilliant. Morrus said it grants an experience die, so this is how it checks out, with mending being the "ROUGH" repair.For my own house rule, after watching the discussion, I'd probably do something like the following.
Mending is a "rough" sort of fixing and if you just used it to fix a snapped sword you'd end up with a crooked improvised weapon. However, you can choose to make the check needed to repair it when you cast it, and you get an expertise die on it. Furthermore, the spell negates the need for any tools. So, for instance, with the snapped sword, you need neither smith's tools nor a forge to attempt it.
I think actually using tools should probably help, so maybe it upgrades the expertise die in that case.
The idea is that almost all adventuring gear is precision tools, and this sort of rough mending can't automatically repair precisely. The repair quality is the same regardless of the type of object, but that degree of repair just isn't good enough to get some things working properly unless you make a check.