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General Tabletop Discussion
*Pathfinder & Starfinder
Dark Sun: Weapon Breakage Custom
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<blockquote data-quote="t3HW41ru5" data-source="post: 5318768" data-attributes="member: 95094"><p>Hey Guys,</p><p></p><p>Okay, so here is the custom rule I've set up for my Dark Sun game, just as a comparison of ideas:</p><p></p><p><em>Okay, as for the next errata rule I'm applying from the books, weapon breakage. Now, the way the book says this is that, if you roll a 1, your weapon breaks OR you can choose to miss and then your weapon does not break, or hit and it does damage, then breaks. I personally am fond of the second rule, but I figured, Since a Critical failure is a Critical, why not make it hit for critical. As such, what I am planning on doing is this; if you roll a 1, you can choose to miss, or choose to hit and do full critical damage. If you do this, the weapon breaks immediately.</em></p><p><em></em></p><p><em>Now, magic weapons would work like this. If you work your ass off getting a magic weapons (which is fairly hard in Dark Sun), I'm not going to just destroy it if you decide to swing with it. Also, it stands to reason that magic weapons are a bit hardier than their normal counterparts. So, what happens when you have a magic weapon and roll a 1 is this: choose to miss, or choose to hit, doing critical damage; then roll a percentage die, and add the weapons level to that roll. So if you have a lvl 1 item, you would need to roll under a 51% to avoid weapons breakage. The higher level the weapon, the greater chance of it not breaking.</em></p><p><em></em></p><p><em>The one exception to this is if (and this is a big if) you find a metal weapon. If you find a metal weapon, depending on its state, it will not have the breakage rule. For example, if you find and try to use a a rusty, dessicated, iron sword, then yeah, it might break. If you find one in at least decent condition, (which in this world would probably be discarded, minor rust, still structurally sound, handle may or not be intact), then that will not break.</em></p></blockquote><p></p>
[QUOTE="t3HW41ru5, post: 5318768, member: 95094"] Hey Guys, Okay, so here is the custom rule I've set up for my Dark Sun game, just as a comparison of ideas: [I]Okay, as for the next errata rule I'm applying from the books, weapon breakage. Now, the way the book says this is that, if you roll a 1, your weapon breaks OR you can choose to miss and then your weapon does not break, or hit and it does damage, then breaks. I personally am fond of the second rule, but I figured, Since a Critical failure is a Critical, why not make it hit for critical. As such, what I am planning on doing is this; if you roll a 1, you can choose to miss, or choose to hit and do full critical damage. If you do this, the weapon breaks immediately. Now, magic weapons would work like this. If you work your ass off getting a magic weapons (which is fairly hard in Dark Sun), I'm not going to just destroy it if you decide to swing with it. Also, it stands to reason that magic weapons are a bit hardier than their normal counterparts. So, what happens when you have a magic weapon and roll a 1 is this: choose to miss, or choose to hit, doing critical damage; then roll a percentage die, and add the weapons level to that roll. So if you have a lvl 1 item, you would need to roll under a 51% to avoid weapons breakage. The higher level the weapon, the greater chance of it not breaking. The one exception to this is if (and this is a big if) you find a metal weapon. If you find a metal weapon, depending on its state, it will not have the breakage rule. For example, if you find and try to use a a rusty, dessicated, iron sword, then yeah, it might break. If you find one in at least decent condition, (which in this world would probably be discarded, minor rust, still structurally sound, handle may or not be intact), then that will not break.[/I] [/QUOTE]
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Dark Sun: Weapon Breakage Custom
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