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Dark Sun: Weapon Breakage Rules, Can They Be Better?
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<blockquote data-quote="Tony Vargas" data-source="post: 5254573" data-attributes="member: 996"><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5254573, member: 996"] 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. [/QUOTE]
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Dark Sun: Weapon Breakage Rules, Can They Be Better?
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