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*Pathfinder & Starfinder
Dark Sun: Weapon Breakage Rules, Can They Be Better?
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<blockquote data-quote="Tony Vargas" data-source="post: 5254195" data-attributes="member: 996"><p>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.</p><p></p><p>Weapons that might break should be inferior. Going with a similar mechanic:</p><p></p><p></p><p>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.</p><p></p><p>The idea being if you fight 'cautiously' to keep from breaking your weapon, you won't get in so many really good hits. </p><p></p><p>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.</p><p></p><p></p><p>Here's another:</p><p></p><p>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. </p><p>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. </p><p>Alter-alternately, you could re-roll the attack die and the weapon doesn't break if it comes up /lower/ than the breaker die.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5254195, member: 996"] 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. [/QUOTE]
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Dark Sun: Weapon Breakage Rules, Can They Be Better?
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