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

The way I see it, when you roll a 1, the character spectacularly misses with their attack. The character can chose to do something crazy to make up for that, hence the second attack roll, but that something crazy is enough to break the weapon.

I imagine a character swinging wide with a sword, then trying to make up for that by pulling some risky maneuver to correct this mistake, but that puts too much stress on their weapon and it breaks.

Or something else: A character attacks, but their attack is blocked, and he and the foe are locked together (in each others' faces with weapons clashing). Rerolling is like the character pushing forward to try and score the hit, but even the attempt at it breaks the weapon.
 

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The question of how monk unarmed strikes are handled by this rule is an interesting one.

I think that in Dark Sun it might be common for monks to go around with some equivalent of brass knuckles or something. Of course, that's assuming you see the monk's attacks are physical punches at all, rather than just a surge of ki energy that does the real punching.
 

The question of how monk unarmed strikes are handled by this rule is an interesting one.

Off the top of my head, I'd rule that you break your ki focus in the scuffle, or you injure your hand/foot/head/knee/elbow/whatever so that you have to use the normal unarmed attack stats until you get a short or extended rest.
 

I don't think monks can break their weapons (or ki focus) when using them as implements. Can a wizard break his staff, or a sorcerer break his dagger when using it as an implement?
 

I think that in Dark Sun it might be common for monks to go around with some equivalent of brass knuckles or something. Of course, that's assuming you see the monk's attacks are physical punches at all, rather than just a surge of ki energy that does the real punching.

Off the top of my head, I'd rule that you break your ki focus in the scuffle, or you injure your hand/foot/head/knee/elbow/whatever so that you have to use the normal unarmed attack stats until you get a short or extended rest.



You also have to keep in mind that monks are not the only class to fight unarmed. Brawler build fighters use unarmed strikes as well.

Also, as weird as it sounds, the 4E rules treat unarmed strike and monk unarmed strike as being two different weapons. Some of the rules interact with them in interesting ways; being able to throw your unarmed strikes by using Dwarven Throwers is one which springs to mind. It's also a little odd to think of a monk's fist rusting after he punches a rust monster, but that's how it works.
 

So, basically, in Dark Sun setting, magic weapons are rare, and yet non-metal non-magic weapons are easily available, and inherent bonus rule is used, right?

If so, almost all the weapon wielder will just carry around multiple backup weapons. When he breaks a weapon, all he have to do is to spend a minor action to draw another one.

It seems to be a good trade-off for re-rolling natural 1.
 

That is an absolutely terrible rule on so many levels.
The main reason I see why it's a terrible rule is because it's always a detriment, never an advantage. Therefore, not balanced at all, and makes the game less fun for players.

The current rule, on the other hand, is sometimes a detriment, sometimes an advantage. I like it, though I wish there were (at least a high level) way around it.
 

So, basically, in Dark Sun setting, magic weapons are rare, and yet non-metal non-magic weapons are easily available, and inherent bonus rule is used, right?

Inherent bonuses would be the default assumption of the world - or at least it is the one that is recommended anyway. You can have normal magical items in Dark Sun as well, but I don't think many DMs are going to use that.
 

Not really sure I like it - an automatic penalty for a possible benefit just doesn't feel good. Loosing yoru weapon *and* missing is too much of a penalty, and doesn't feel fun.

My idea would to be make it more like: with a natural 1, you can reroll, but if you miss, your weapon breaks. (this gives a chance to break, weighed out with a chance to hit)

This is exactly the same as losing your weapon AND missing though. Maybe re-writing that to say: with a natural 1, you can reroll, and if you hit, your weapon breaks.

I like this, I think, a little bit better than the RAW because it gives players the feeling of smashing their weapons on their opponents' faces.
 

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