CreamCloud0
Hero
i don't think the tortoise would want their weapons to break either.No, I meant the OP's suggestion.
i don't think the tortoise would want their weapons to break either.No, I meant the OP's suggestion.
Better the weapons than the armor!i don't think the tortoise would want their weapons to break either.
One of the more common results on our fumble tables is "weapon breaks". If it's a magic weapon, it gets a save to not break. If the weapon is part of the wielder e.g. a creature's claws or a Monk's fist then it just hurts itself.Simple enough in D&D, just have weapons always break on a fumble/crit fail. Like, every, single, time. Fumble? Weapon breaks. Also house rule in some armor damage rules so armor is also something that needs to be replaced on the regular.
A big difference is that shield damage in Pathfinder 2 is opt-in. You can go your whole adventuring career with the same heavy wooden shield you started the game with if you like, and unless someone specifically targets it it'll never take a single hp of damage unless you decide it does.There are rules in PF for shield damage which is used quite often. Damage to weapons and armor is only supposed to occur if they are specifically targeted.
I asked my group if they wanted me to integrate that rule, and only 1 person out of 5 was ok with it.
While it may be realistic, it's just not a popular rule.
As always, your mileage may vary.
I see people asking to bring back things like segments and spell loss if interrupted while casting.Ah verisimilitude, when you get tired beating martials with realism use verisimilitude as the excuse. Its funny how casters always avoid these beatings.
The main problem I see isn't breakage itself. It's that the OP thinks it should happen a couple of time per encounter. That's way too often in my opinion.And of course there's verisimilitude to consider. Things get damaged and break sometimes (especially if they're not maintained properly), and they can be repaired. Why shouldn't that happen in the game? And who says that wouldn't be fun to experience? For me stuff like increases my immersion and as a martial lets me show off my versatility.
I think it's probably better to have weapon vs. armor type differences or just give weapons different bonuses/penalties in different situations to encourage switching, than to have weapons forged by the Three Stooges. Weapons just don't break that often.What? No. I'm not particularly concerned with realism. Or at all, frankly.
(It's also not realistic by any stretch — while weapons are more fragile than fantasy literature would made one believe, and a heirloom sword that was forged a hundred years ago is mostly a pipedrea — they certainly don't break several times per a single fight)
I'm concerned with forcing players into using all the options in the game, and considering counterplay against bad options that one would be unlikely to encounter if everyone is always using their best.
I guess mileage varies. I've seen enough examples of elaborate and crippling spell-fumble systems over the years to disabuse me of the notion that DMs as a group are particularly inclined to screw over martials while giving other character types a pass.
Not that I'm at all fond of any rule that turns any given character type into a cosmic chew-toy.