The Dark Sun Weapon Breakage Rule - How do you feel about it?

Wik

First Post
There is a new system for weapon breakage in Dark Sun, to mimic the "weapons of poor materials" rule in the original setting, while at the same time not affecting the weapon's damage/attack bonuses.

Basically, as presented in the free RPG day preview, the mechanic works like this:

If you roll a natural 1 on your original attack roll, you can choose to reroll the attack. If you are using a non-metal weapon, the weapon automatically breaks. If you are using a metal weapon, it will only break on a 1 through 5 on your second attack roll.

It's a pretty simple, elegant system... but I'm not entirely sure if I like it. There's something about it that's nagging at me - I can't see many players in my games taking the risk and breaking their metal weapons, for example. And that free re-roll but break your weapon thing suggests that we'll only see weapon breakages in "do or die" situations - except among a certain subset of players.

It also completely negates those "oh, crap" moments when you've broken your big weapon, and are stuck having to improvise with whatever's on hand while that Braxat is trying to chew your face off.

On the plus side, it's easy to remember, is placed entirely in the player's hands, and can help keep PCs switching weapons instead of just focusing on their weapon of choice. (but then, maybe we'll just see every gladiator carry a "spare greatsword" or two).

I'd like to see both sides on this issue, because I really have no idea where I stand on it. Some designer input on the thought process would be greatly appreciated, too.
 

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I like the rule, it's a a bit odd that you can basically choose when your weapon breaks (and get a free reroll when you do) but it fits the feel of Player Narrative control that 4e has some of.

I'm considering using it in with some fumble tables (probably from Rolemaster) to add a fumble system to the game basically you can have a reroll when ever you want but I get to give you a fumble.
 

I'm going to test it out first....see how it works.

I might change it later on to something like.

"You roll a 1, a non-metal weapon automatically breaks while a metallic weapon breaks if you chose to re-roll".
 

I don't see it being used very often, except perhaps at lower level, or when using a secondary weapon, or if your game uses inherent bonuses and thus you aren't worrying about ruining your magic weapon.
 

As stated above, it fits the 4e style. No penalties, only bonuses.

Whether or not it eliminates those "Oh Crap" moments or not depends on how often combat hits the sweet spot (the almost-TPK).

If it's never worth re-rolling then I agree. If missing now means you may not be around next round... then it's perfect...

Weren't there different rules for metal versus bone/wood/obsidian at one point?
 

I don't see it being used very often, except perhaps at lower level, or when using a secondary weapon, or if your game uses inherent bonuses and thus you aren't worrying about ruining your magic weapon.

Except in Dark Sun RAW, there are relatively few magic weapons - inherent bonuses are considered the norm in Dark Sun.

And I agree - as written, it doesn't seem to be something that's going to be used that often. Which is unfortunate.
 

As stated above, it fits the 4e style. No penalties, only bonuses.

Whether or not it eliminates those "Oh Crap" moments or not depends on how often combat hits the sweet spot (the almost-TPK).

If it's never worth re-rolling then I agree. If missing now means you may not be around next round... then it's perfect...

Weren't there different rules for metal versus bone/wood/obsidian at one point?

An advantage I can see with the system is that players would start carrying "backup" weapons, much like in my old 2e days, where everyone carried their main weapon, a blunt weapon, a crossbow, and a dagger - all for different uses. Weapon breakage could mean, hypothetically - "well, I can break my longsword, but then I can kill this guy... and then take his mace and beat on that guy over there...."

It does seem to promote the idea of scavenging weapons in the heat of the combat. Which is good in my books.

As for the rules in 2e.... it worked sort of like this: non-metallic weapons suffered a penalty to attack and damage rolls. I think wood was -3 to both, stone/obsidian was -2 to both, and bone was -1 to both. The great thing was, you could have players LOVING bone weapons, which were functionally "Cursed" weapons in D&D mechanics. WEapon breakage was baiscally any max damage roll on a nonmetallic weapon meant it broke (I believe so, at least).
 

I was speaking of 4e previews of the breakage rules... I'm sure I read one version where there was different rules for metal weapons.
 

Do monsters get to do the same? That's awesome! I might use the rule in my regular game. My monsters roll 1's all the time, and for the most part wouldn't mind breaking a weapon. Ogre brings club down on the dwarf, club breaks in half, it's too cool to resist.
 

We're playing in encounters right now, and have seen three natural 1's by the end of the second week. Nobody has yet to opt to take the breakage (there's even a reward for doing so in encounters) because the pregen characters they gave us don't have backup weapons and all we keep fighting are bugs without weapons to scavenge. I'm the only character with a metal weapon (the healer of all people), so I'll definitely make use of this rule when I get the chance to.
 

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