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General Tabletop Discussion
*Dungeons & Dragons
Hit Points and Constitution damage System
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<blockquote data-quote="Bawylie" data-source="post: 7595277" data-attributes="member: 6776133"><p>I don’t have any monks in my current games but if I did, they would be vulnerable to damage while not wearing armor, even with unarmored defense. They’ve got quite a bit of tools in their kits to handle that, though. And of course this is my house rule and you might very reasonably rule differently. </p><p></p><p>I like the breaking of weapons and armor, that includes magic weapons and armor, because that fits the game I’m running now where dealing with scarcity is a theme. There’s very little GP to be had, stuff breaks, and characters are using salvage, alchemical reagents, materials, and supplies to craft and repair items, build structures, and even as spell components. So the more the game takes from them, the better, to a point. If I had a game with the regular amount of GP (instead of craft materials) I would still probably keep the break rules so there’s something to spend GP on, from time to time. </p><p></p><p>Practically speaking, my players carry a number of backups. Not a golf bag or whatever, but a backup light armor and a backup weapon, each, so far.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7595277, member: 6776133"] I don’t have any monks in my current games but if I did, they would be vulnerable to damage while not wearing armor, even with unarmored defense. They’ve got quite a bit of tools in their kits to handle that, though. And of course this is my house rule and you might very reasonably rule differently. I like the breaking of weapons and armor, that includes magic weapons and armor, because that fits the game I’m running now where dealing with scarcity is a theme. There’s very little GP to be had, stuff breaks, and characters are using salvage, alchemical reagents, materials, and supplies to craft and repair items, build structures, and even as spell components. So the more the game takes from them, the better, to a point. If I had a game with the regular amount of GP (instead of craft materials) I would still probably keep the break rules so there’s something to spend GP on, from time to time. Practically speaking, my players carry a number of backups. Not a golf bag or whatever, but a backup light armor and a backup weapon, each, so far. [/QUOTE]
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