loverdrive
your favorite gm's favorite gm (She/Her)
What it says on the tin.
The thing about weapon never (or rarely) breaking is that specialization builds become busted strong. Great Weapon Master is such a great perk because realistically it's always guaranteed to be online - the same person is picking the weapon and the feat. The main choice was made on character creation.
But what if players were forced to constantly use whatever they have lying around? Taking weapons from the enemy? What if their weapons broke a couple times per encounter? Now, GWM becomes a much more situational perk: yeah, it's busted strong when you wrench a greatsword from draugr's hands! (and also not waste it on bad targets). Not super useful otherwise.
It's also really cool and cinematic and whatnot.
The way I see it: in Grimwild there's a resource pool system. Basically, for anything consumable, the diceroll is dual purpose, both determining success and resource depletion. Within D&D, you can have, say, a 4d8 longsword, which when rolling for damage with, you take one d8 from this pool. If you roll less than 4, welp, it goes away. Otherwise it stays. When the whole pool dwindles, your sword breaks and you now need another weapon.
From David Sirlin, Solvability:
In game design, there's this concept of "donkey space", where you are playing like a donkey (as in, unoptimally) for whatever reason, whether it's for roleplaying, or because better options just aren't available, or to exploit an opponent who is expecting "optimal" play, or because you are a literal donkey. Broadly speaking, the more of the game is happening in this donkey space, the better -- that means the game isn't solved.
In this case, the situation is a little different: the suboptimal play is enforced externally, but I think the larger concept still applies.
The thing about weapon never (or rarely) breaking is that specialization builds become busted strong. Great Weapon Master is such a great perk because realistically it's always guaranteed to be online - the same person is picking the weapon and the feat. The main choice was made on character creation.
But what if players were forced to constantly use whatever they have lying around? Taking weapons from the enemy? What if their weapons broke a couple times per encounter? Now, GWM becomes a much more situational perk: yeah, it's busted strong when you wrench a greatsword from draugr's hands! (and also not waste it on bad targets). Not super useful otherwise.
It's also really cool and cinematic and whatnot.
The way I see it: in Grimwild there's a resource pool system. Basically, for anything consumable, the diceroll is dual purpose, both determining success and resource depletion. Within D&D, you can have, say, a 4d8 longsword, which when rolling for damage with, you take one d8 from this pool. If you roll less than 4, welp, it goes away. Otherwise it stays. When the whole pool dwindles, your sword breaks and you now need another weapon.
From David Sirlin, Solvability:
The term donkeyspace, coined by Frank Lantz, describes the space of suboptimal plays. As described in the previous section, a good player should intentionally enter donkeyspace (in other words: play in an exploitable way) in order to exploit opponents who are also playing in donkeyspace. If both players are good, they each might dance through different regions of donkeyspace, jockeying for advantages.
It's important to have some perspective here. You might be thinking that everyone is going to play optimally so there's no dance through donkeyspace in high level play. That's laughable if you think about actual competitive games though. First, even at a high level, it's very common for players to play far from optimal. Second, it's highly unlikely that any—much less ALL—opponents will be playing optimally or even close to it. In a good competitive game, it's incredibly difficult to know what optimal play even is. There can be rules of thumb, but to know exactly the right probabilities in which to play a mixed strategy of exactly the right moves in a specific game state that could have thousands of variables? Even in a popular, well-understood game like Poker, optimal play is not known perfectly and in practice players stray from it considerably.
In game design, there's this concept of "donkey space", where you are playing like a donkey (as in, unoptimally) for whatever reason, whether it's for roleplaying, or because better options just aren't available, or to exploit an opponent who is expecting "optimal" play, or because you are a literal donkey. Broadly speaking, the more of the game is happening in this donkey space, the better -- that means the game isn't solved.
In this case, the situation is a little different: the suboptimal play is enforced externally, but I think the larger concept still applies.