Sunder -- The most useful useless feat

I certainly have issues with Sunder. As a DM, I refuse to sunder anything of extreme value (gp or sentimental), because it just seems cheap.

I'm sorry, but the thought of a piddly little level 4 orc fighter with a GMW cast on his weapon shattering Excaliber (or the world's equivelant) with ease doesn't sit well with me.
 

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Stuff breaks, poo happens, you deal with it, sheesh. I don't believe those folks that say that everything in the D&D universe, once made, can't be unmade, ever. What, they got some sort of extended warranty on them? On a side note, I also feel that those players who refuse to sunder stuff (especially when the lives of their characters depend on it) simply because they're afraid of scuffing up the kewl phat lewt from the cold dead hands of their fallens enemies are in a bit of meta gaming mindset.

Let me ask you this: would most good aligned characters feel justified in killing a foe simply to steal his stuff and then turn around and use it as their own from that point on? I don't know about you, but a lot of my characters (who happen to be paladins and honorable type warriors) would have a serious moral problem in doing just that (Bah, the vile sword of *insert the name of BBEG here*! I wouldn't touch that with a 10 foot pole, much less wield it myself! Who knows how many helpless men, women, and children whose blood has stained that foul blade!).

Personally I like the sunder feat. If I can minimize the opponent's ability to deal damage upon my person by keeping him from sticking his hard pointy thing (no jokes please) into my soft flesh, I'm going to do it. People also seem to forget that sundering, while a sound tactic in a battle, is very difficult and risky. It draws an AoO without the appropriate feat. A character also must overcome an item's hardness, which acts just like damage resistance! That 15 hp for that longsword is going to be hard to take down when each blow you land only inflicts your damage minus 10 points for its hardness! That's why the Improved Sunder feat (which deals double damage) is a godsend.

Finally, magical items require that they be hit by a weapon with an equal or higher enchantment bonus to be sundered, so taking out magical items is a pain and certainly not easy. As for Excalibur, I'd consider it a major artifact and so it would be at least have a +6 enchantment (the Sword of Kas from the DMG is a +6 blade). Try sundering that without an equally powerful artifact! Besides, nothing's cooler than shattering your hated foe's weapon during the climax of a good battle just before the final blow of victory.

Sundering in the case of the drow was just common sense on the part of the villain. What the heck was that archer doing so close to the drow to begin with to be threatened by sunder? Archers are ranged warriors, and to use a ranged weapon in a melee is just plain nonsensical unless he has a prestige class that lets him shoot so close without drawing an AoO himself. Sheesh, this isn't Diablo, people.
 

Xarlen said:
Besides, we've seen many examples of weapons Breaking. Especially the Hero breaking the villain's weapon.

Look at Episode 1, where Darth Maul's weapon gets cut in Half. That's probably what won the fight, right there.

Yeah, totally. If Obi-Wan hadn't sundered Darth Maul's lightsaber, Maul wouldn't have just stood there with his arms hanging limply at his sides while Kenobi cut him in half. Never mind that he defeated Kenobi in sword combat with half his original weapon. The Sunder totally killed his will to fight. It just wasn't worth it anymore.
 

It looks like this thread is full of DM's who like pissing players off. Wow, a campaign where every other session I get to head down to Crazy Hakeem's Discount Magic Shop to pick out a new weapon that can overcome some DR. Sign me up. Sounds just like Lord of the Rings.

Sunder's effective, but cheap. Plain and simple. A climactic fight could be cool if the main bad ass is pulling out all his cheap tricks to win a fight. In all other cases, its just lame. There are ways to make an encounter challenging for the players without destroying their weapons.
 

If a Player doesn't have fun because his prized weapon is "sundered", is that tactic still worth it?

If your tactics are upsetting the people playing the game, maybe you should talk about them.
 

--<It looks like this thread is full of DM's who like pissing players off. Wow, a campaign where every other session I get to head down to Crazy Hakeem's Discount Magic Shop to pick out a new weapon that can overcome some DR. Sign me up. Sounds just like Lord of the Rings.

Sunder's effective, but cheap. Plain and simple. A climactic fight could be cool if the main bad ass is pulling out all his cheap tricks to win a fight. In all other cases, its just lame. There are ways to make an encounter challenging for the players without destroying their weapons.>--

--<If a Player doesn't have fun because his prized weapon is "sundered", is that tactic still worth it?

If your tactics are upsetting the people playing the game, maybe you should talk about them.>--

It is just more of the 'For it to be real role-playing you need to make the players suffer.' attitude.

The DM's who sunder frequently are probably the same ones who enjoy running low magic campaigns. After all, what could make a player more miserable than sundering the only magic weapon he's found by 12th level?

Fun is secondary to 'role-playing'. If the players aren't having fun, it's THEIR fault. If they come to the DM and express their unhappiness about the game they are 'weenies' who need to be told to 'stuff it'.

I am amazed that your players put up with YOUR attitudes. I'd expect (and deserve) a punch in the nose if I talked that way to my players, and I'd give one if somebody talked to me that way.

Respect does not flow in one direction. You give respect to get respect, and that doesn't change just because you are sitting behind a DM screen.
 

Rackhir said:

Past moderate levels (about 6th or so) or extremely one sided situations, it's my experience that low HD humanoids are generally ineffective no matter what situational advantages you give them.

Doesn't that statement seem a little self-contradictory? (Whatever the situation, the PC's of 6th or greater level, have nothing to fear from a group of lower HD monsters, without exception, except when those monsters have an advantage that gives the PC's something to fear.) Luck favors the bold, but victory favors the prepared. Well prepared low level monsters with decent intelligence and the ability to build things should be able to really beat down a party of even moderately powerful PC's. And lord help the PC's if they face a well prepared mastermind. Things like poison gas, sleeping gas, poisoned weapons and traps, the use of other poisonous creatures such as asp's, simple traps, narrow passage ways, oil burning and not yet burning, other burning things, other liquids that may or may not be boiling, and simple but clever tactics. When combined to deny the players their abilities, mobility, divide their attention, sap their resources, encourage them to split up and otherwise spread their power out, the challenge less able creatures pose can be quite enourmous, and far greater than either their HD or number.

It just so happens in D&D that even though villians might be prepared in an abstract sence, they're often not prepared for the specific PC's, or even a group of their ability level. In these senerios, the PC's have a very important element on their side, that of foreknowledge. As Sun Tzu and Flint have both been known to say, "And knowing is half the battle."

One might postulate a dungeon where the only route left to proceed was a narrow 2 foot wide corridor that seemed to almost weep some sort of petrolium from fissures in the walls. Perhaps it is only 50 feet long, and carved out of the stone. A soft breeze carries the pungent aroma to the PC's made more pungent by a pile of garbage at the other end. If the PC's are a little smart, they'll do what they can to avoid immolating themselves, if they're pretty smart they'll plan on the enemy waiting, perhaps unseen, to do it for them. Put the right group of monsters at the other end of that tunnel, maybe none higher than 3 HD, and perhaps only 6 bad guys to a parties 4, and the PC's won't be crawling all over themselves demanding that their character gets to be first in line. (Naturally a carrion crawler would be in the pile of garbage, I think that's some sort of unwritten law.) Start the fight off with a thunderstone flying out of the dark, and the carrion crawler, who was protected by the garbage pile, busting out 8 paralyzing attacks on 1 character who can't really run anywhere. Then watch as the others look on as he busts out his best dice and proceeds to whisper to them as if he's in Vegas and rolling on this months rent.



I don't recall advocating that Villians should use stupid tactics or that PCs should be handled with kid gloves? If there is no challenge there is no heroisim. Sunder, however if used on a regular basis, is just simply obnoxious

Would Arthur be as cool if he never broke excalibur? (Not that I think excalibur should be just a regular 'ol +4 sword) Nope. Same with the PC's. They can only be as great as the villians they face force them to be. If the villians make stupid descisions for meta-game reasons, they're still stupid villians. And stupid villians diminish the heroism of the PC's. In the incident that sparked this thread, the PC's arrogance, and lack of foresight destroyed his treasure. If the drow didn't break it, he may well have done so himself trying to pry a boulder loose to see if he could roll it down a mountain. (Or perhaps I'm indulging in just a little tiny bit of hyperbole) As it stands his character has hopefully learned a very valuable lesson, "It's not his [fighting], it's his attitude. The enemy is dangerous, but right now[he's] worse than the enemy. [He's] dangerous and foolish."

What's so funny is, this was actually a really cool thing that was done for him, and to his character. Adversity is the stuff heroes are made of, hard learned lessons. And if he's getting all weepy over this, how's he going to feel when you introduce his best friend's lovely wife and infant son only to have his best friend die in the next scene by his very hands! To say nothing of his alienating his love and giving serious consideration to giving up adventuring, and calling Caravan Masters, LLC for an exciting new career opportunity.

Next time this comes up, I'd advocate killing his character and instead give, what I consider to be a genuinly cool story arc, to the character of the player that would appreciate it.

Because if D&D is all about the acquisition of goods and power to that guy, he's going to have quite a difficult time beating Terence Philip Michael Thomas, my level 48 Demicanadian Mu-Fu Monk from Progress Quest.
 

Kibo said:

If the villians make stupid descisions for meta-game reasons, they're still stupid villians. And stupid villians diminish the heroism of the PC's.

Do not confuse heroism on the part of the character with heroism on the part of the player.
 

Kibo said:


Doesn't that statement seem a little self-contradictory? (Whatever the situation, the PC's of 6th or greater level, have nothing to fear from a group of lower HD monsters, without exception, except when those monsters have an advantage that gives the PC's something to fear.) Luck favors the bold, but victory favors the prepared. Well prepared low level monsters with decent intelligence and the ability to build things should be able to really beat down a party of even moderately powerful PC's. And lord help the PC's if they face a well prepared mastermind. Things like poison gas, sleeping gas, poisoned weapons and traps, the use of other poisonous creatures such as asp's, simple traps, narrow passage ways, oil burning and not yet burning, other burning things, other liquids that may or may not be boiling, and simple but clever tactics. When combined to deny the players their abilities, mobility, divide their attention, sap their resources, encourage them to split up and otherwise spread their power out, the challenge less able creatures pose can be quite enourmous, and far greater than either their HD or number.

It just so happens in D&D that even though villians might be prepared in an abstract sence, they're often not prepared for the specific PC's, or even a group of their ability level. In these senerios, the PC's have a very important element on their side, that of foreknowledge. As Sun Tzu and Flint have both been known to say, "And knowing is half the battle."

One might postulate a dungeon where the only route left to proceed was a narrow 2 foot wide corridor that seemed to almost weep some sort of petrolium from fissures in the walls. Perhaps it is only 50 feet long, and carved out of the stone. A soft breeze carries the pungent aroma to the PC's made more pungent by a pile of garbage at the other end. If the PC's are a little smart, they'll do what they can to avoid immolating themselves, if they're pretty smart they'll plan on the enemy waiting, perhaps unseen, to do it for them. Put the right group of monsters at the other end of that tunnel, maybe none higher than 3 HD, and perhaps only 6 bad guys to a parties 4, and the PC's won't be crawling all over themselves demanding that their character gets to be first in line. (Naturally a carrion crawler would be in the pile of garbage, I think that's some sort of unwritten law.) Start the fight off with a thunderstone flying out of the dark, and the carrion crawler, who was protected by the garbage pile, busting out 8 paralyzing attacks on 1 character who can't really run anywhere. Then watch as the others look on as he busts out his best dice and proceeds to whisper to them as if he's in Vegas and rolling on this months rent.

Actually, I should have said characters of about 8th-9th level or higher. My bad.

The problem with low HD humanoids is that spells from the casters can eliminate large chunks of them and fighter types will hack right through them in one blow. With the number of HP that characters of those levels it's difficult to inflict stubstantial damage in the short time individual creatures will survive. Which means numbers (that die to spells) or really one-sideded situations, much as you are describing above. Yes, you as the all powerful DM can pretty much always come up some sort of situation in which they can be effective, but you really have to stack the deck against the characters.

Kibo said:

Would Arthur be as cool if he never broke excalibur? (Not that I think excalibur should be just a regular 'ol +4 sword) Nope. Same with the PC's. They can only be as great as the villians they face force them to be. If the villians make stupid descisions for meta-game reasons, they're still stupid villians. And stupid villians diminish the heroism of the PC's. In the incident that sparked this thread, the PC's arrogance, and lack of foresight destroyed his treasure. If the drow didn't break it, he may well have done so himself trying to pry a boulder loose to see if he could roll it down a mountain. (Or perhaps I'm indulging in just a little tiny bit of hyperbole) As it stands his character has hopefully learned a very valuable lesson, "It's not his [fighting], it's his attitude. The enemy is dangerous, but right now[he's] worse than the enemy. [He's] dangerous and foolish."

What's so funny is, this was actually a really cool thing that was done for him, and to his character. Adversity is the stuff heroes are made of, hard learned lessons. And if he's getting all weepy over this, how's he going to feel when you introduce his best friend's lovely wife and infant son only to have his best friend die in the next scene by his very hands! To say nothing of his alienating his love and giving serious consideration to giving up adventuring, and calling Caravan Masters, LLC for an exciting new career opportunity.

Next time this comes up, I'd advocate killing his character and instead give, what I consider to be a genuinly cool story arc, to the character of the player that would appreciate it.

Because if D&D is all about the acquisition of goods and power to that guy, he's going to have quite a difficult time beating Terence Philip Michael Thomas, my level 48 Demicanadian Mu-Fu Monk from Progress Quest.

Sigh, did you actually read all of my arguments? My point was not that Excaliber (for example) should never be sundered. Nor did I even state at any point that it was unreasonable for the drow to have sundered that characters bow. What I was responding to were all the people posting saying "Yeah! Screw the players. Sunder everything, if they complain they're crybabies". I dislike that kind of abusive attitude from DM, having suffered at the hands of more than one DM who took delight in screwing over characters I'd worked hard on.

I don't know about your monty haul monk, but my characters usually work hard to aquire their magic items. I don't usually have 15 other items sitting around in a portable hole to replace "Excaliber XXIII" once it get's sundered just like the 12 other swords I'd lost that week.

Obviously this isn't true for most of you, but I find D&D is generally more fun as a collaberative effort. This means the players limit outright munchkinisim and the DM avoids trying to screw the characters just because he's bored at the moment.

Items are not the be all and end all of D&D, but they are an important part. Are you telling me that you aren't at least partially defined by the "stuff" you own? What kind of computer you have, car you drive, place you live in.

If the players are loosing items that they have worked and suffered for on a regular basis, then there is no point in trying to aquire anything nice since it's going to be destroyed. Much as you wouldn't bother owning a nice car, if vandals wrecked your car on a daily basis.
 

Vaxalon said:

And if *YOUR CHARACTER* would be pissed, that's great. You're roleplaying. If *YOU* would be pissed, then you have some boundary issues to work out.

Of course I'd be pissed. Don't you _want_ your players to have some emotional attachment to their characters?
 

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