WanderingMonster
First Post
If it ain't broke, don't fix it.
In Dark Sun is there no such thing as a non-breakable weapon. If your weapons are metal they can break too... they only break on a 1-5 on the reroll if memory serves me. I don't get the impression that magic weapons will really exist in Dark Sun. I think inherent bonuses are kind of the norm.The problem with the rule is that it makes breakable weapons /better/ than normal ones. If you never choose the re-roll, your weapon never breaks, and it's exactly as good as a normal weapon. Having the choice to re-roll a 1, even at a high risk of losing the weapon, is still better than not having a choice.
That's why I say make it break on a 20. You can have the crit & the weapon breaks, or you can take a re-roll and maybe hit, maybe miss, but keep your weapon. That's not as good as a normal weapon, but still adds some drama - and encourages you to carry multiple weapons just in case.
Another thing, if you want to see weapons break, is just use inherent bonuses. That way, magic weapons are mainly just a source of the odd property or daily power, and not vital to the character retaining his effetiveness - thus, it's OK if they break now and then.
That's why I say make it break on a 20.
The problem with the rule is that it makes breakable weapons /better/ than normal ones. If you never choose the re-roll, your weapon never breaks, and it's exactly as good as a normal weapon. Having the choice to re-roll a 1, even at a high risk of losing the weapon, is still better than not having a choice.
Thanks, Camelot. The only concern I have with my own rule idea is that it increases book keeping which can be problematic at certain tables. I tend to give loot in the form of chopped up index cards, so it's not a problem for me to just put three little circles in there to fill up.I think the rule should only matter much at low levels, when magic weapons are scarse. I think it's silly that a magic weapon can break, even if it is made of poor material. Magic weapons should ignore that rule. So, you should only worry about it at low levels, when you don't have magic items, or if you are an implement user who is only using a weapon because you're in a dire straight, or your DM is nasty and has taken away your magic items at a higher level.
If I had to use a weapon breakage rule, though, I do like yours, Ourchair.
Great post. The spirit behind the various iterations of breakage rules you've come up with are great, and I'd definitely take them and offer them as ideas at my table.Tony Vargas said:I don't much care for that rule, since it makes weapons that might break /better/, than regular ones. You can use the weapon and never take a re-roll on a 1, and it's exactly like a normal non-breaking weapon, or you can take a re-roll once in a while.
Weapons that might break should be inferior. Going with a similar mechanic:
When you roll a 20, you can either inflict crit damage, and your weapon breaks, or, you can take a re-roll and keep your weapon intact. The re-roll can be a crit, in which case you do crit damage without breaking your weapon.
The idea being if you fight 'cautiously' to keep from breaking your weapon, you won't get in so many really good hits.
Or, very simply: when you roll a 1 your weapon breaks. If you use a power that lets you re-roll the 1, the weapon only breaks if you roll another 1. Or, you could make it a little less certain: When you roll a 1 on an attack vs AC, roll again vs the target's FORT, if the second roll would be a miss, the weapon breaks, otherwise there is no effect.
Here's another:
When you acquire a breakable weapon pick or randomly generate a number between 2 and 20. Subsequently, when you roll that number and hit, you choose to either have the weapon break, or turn the hit into a miss. If the number is 20, you choose to have the weapon break, or turn the crit into an ordinary hit. If you roll the number and miss, the weapon breaks.
Alternately, you could have a different-color 'breaker die' that you roll at the same time as your attack die, if both come up the same number, the weapon breaks.
Alter-alternately, you could re-roll the attack die and the weapon doesn't break if it comes up /lower/ than the breaker die.
With either of those, or with the original, re-roll powers are handy. If you miss with the re-roll granted/imposed by a weapon-breaking rule, you can use the re-roll power.
Another thing they could have done was simply add some powers that break weapons - to monsters, and to some of the classes, or as a universeally available combat action, like a grab.