does anyone think sunder is too easy?

I have to agree with Hong. One of the problems (or "features") of D&D is that hit points represent, in part, the ability to avoid being hit. That's why AC is almost completely independent of a character's combat skill or level. Yet special maneuvers such as Sunder totally bypass that mechanic. I think incorporating a class/level-based Defense Bonus (like Star Wars) might help alleviate this without forcing one to completely re-write the combat rules.
 

log in or register to remove this ad

You could always introduce a magical ability that increases the hardness of the weapons:

Say +1 enhancement that causes the wepon to be treated as +5 higher with regards to the hardness of the item, and increases its number of hit points...
 

Vaxalon said:
I think sundering is only dangerous to people who are stuck in a 2e mindset.

"This is my weapon. This is my BEST weapon. This is My Only Good Weapon. If I don't have This Weapon, I am NoThInG."

Here's the way it works:

One of them gets an alchemical silver longsword. It's pretty nice, does +2 damage against lycanthropes. The campaign is focusing on lycanthropes at the moment, so she likes it a lot.

She got some cash, and took it to have it enchanted to +1.

Later on, they found a +1 shortsword. "Feh. I already have one of those... in fact, I have a better one." She sells it, and uses that cash, and some other, to enchant the longsword to +2.

Then what happens when the +2 alchemical silver longsword gets sundered/disjoined or otherwise lost?

"Hey! That's not fair! That was my only good weapon, and now I'm worthless! I can't do anything because YOU destroyed it! It's all YOUR fault, you ruthless, evil, conniving DM!"

Whose fault is it REALLY?

Ya know, this sort of "love 'em, then leave 'em" approach to magic is usually considered a bad thing.

In our high-level campaign, the three fighter types all have taken the Signature Item feat that allows them to boost up weapons by pumping XP into them. One is a master of chains, another is a blademaster (PrC from the WoT book, sorta like the weapon master), and the third is a Zen archer. The characters are defined, in a very real sense, by their weapons. Generally, surplus weapons tend to get sold off, because none of us have any use for them.
 
Last edited:

Vaxalon said:
I think sundering is only dangerous to people who are stuck in a 2e mindset.

"This is my weapon. This is my BEST weapon. This is My Only Good Weapon. If I don't have This Weapon, I am NoThInG."

Here's the way it works:

One of them gets an alchemical silver longsword. It's pretty nice, does +2 damage against lycanthropes. The campaign is focusing on lycanthropes at the moment, so she likes it a lot.

She got some cash, and took it to have it enchanted to +1.

Later on, they found a +1 shortsword. "Feh. I already have one of those... in fact, I have a better one." She sells it, and uses that cash, and some other, to enchant the longsword to +2.

Then what happens when the +2 alchemical silver longsword gets sundered/disjoined or otherwise lost?

"Hey! That's not fair! That was my only good weapon, and now I'm worthless! I can't do anything because YOU destroyed it! It's all YOUR fault, you ruthless, evil, conniving DM!"

Whose fault is it REALLY?

Lets say she kept the shortsword then as a backup weapon, and produced it when the longsword was sundered. It's quite likely that would get sundered too. If not in that fight then potentially in the next one.

What then?

Unless magic items are vastly abundant, sunder used commonly means you'll be losing them faster than you can gain them.

It also neatly nullifies the concept of item creation and sale. Am I going to spend 18,000G on a new +3 sword, knowing that it will probably only last for a few fights? No thanks. I'll have a bag of holding, about 20 non magical swords, and I'll ask the party wizard or cleric to cast GMW every day.
 


Of course is it possible to repair a sundered weapon?

i.e. through the use of spells such as mending or through hard labor?

See if you allow the magical item to be repaired, it's just destroyed for the encounter/adventure. Seems like this would be easier to implement than just nerfing sunder.

Delgar
 





Remove ads

Top