el-remmen said:
For me the thing is that this re-tooling of the rust monster reinforces my problem with baseline 3.x, which is the emphasis on the importance of your stuff - which personally I cannot stand.
I think that's a bigger, more interesting point.
1e and 2e had a sort of, "Close your eyes and pretend it isn't a problem" approach to magic items.
3e regulated magic items, but perhaps too much, or it made magic items too much of a percentage of a PC's power.
In 1e and 2e, the rust monster caused problems, but the game just ignored them. In 3e, the game tries to address them.
There's a sweet spot between making the rust monster pointlessly easy and making it overpowering. There's something cool about striking fear in the warrior's heart for his weapons and armor. It's fun to have that fear play out in the game, but you don't want it to be a binary thing. Once you've lost your armor, the tension is gone.
That's why I really like the idea of tying destruction to the penalty. It keeps the threat around for a bit and keeps the issue in question for several rounds.
Anyway, like I mentioned before there will be a future column where I go back and look at the feedback and talk about it. If I can think of an easy way to put together a development by gamers sort of thing, that'd be cool too.