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.
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.