D&D General Weapons should break left and right

Because that's how the words read to me. Things like...



It seemed quite clear to me that this proposal was "This is what D&D should be doing for everyone". If the intent was purely opt-in alternative, words like "what if players were forced" and "enforced externally" were not, in my opinion, a good choice for communicating that intent.
@loverdrive is not to my knowledge developing their own RPG, nor are they to my knowledge on the design team for an existing one, so they do not (I don't think) have any ability to make rules for a game you play at all, let alone force you to use them.
 

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managing my gear HP is as fun as filling out tax returns for the dragon hoard we pillaged last week.
To each their own. Obviously, keeping one's gear maintained isn't a rule everyone will use, but I think the possibility of item damage is quite worthwhile, though not at the frequency the OP desires and not for their reasons either.
 

To each their own. Obviously, keeping one's gear maintained isn't a rule everyone will use, but I think the possibility of item damage is quite worthwhile, though not at the frequency the OP desires and not for their reasons either.
I have no problem with occasional gear damage, or gear being stolen, that can be a good RP hook and nice start for a quest.

having your gear break after X swings, just because it does, is really not fun IMHO.
 

You would've destroyed the gameplay loop and broke the intented design. Your experience would've been vastly different from anyone who plays as intented. I could never do such a thing, I prefer to just not play the games I don't like. There are enough out there anyway.

I don't think I would enjoy this in DnD though. The DM and adventure writers would need to increase loot by a large margin. Similar to Zelda you would need to dish out weapons like candy. On the upside: Similar to Zelda you could dish out exciting weapons pretty fast without making the players OP too fast. But that would definitely completely change the vibe of the game. Looting would become much more important and central to the gameplay loop than it is in contemporary 5e. Murder hobos would arise, heroes turn to thieves to get their hands on fresh weapons.
That actually sounds like a lot of fun. Loot may be a little light in modern D&D anyway IMO, so it would be an interesting experience to play with more that may break.
 

I don't care for the battle master mechanics for multiple reasons and sometimes I really enjoy playing a BDF. With the stress of real life, being half brain-dead from a challenging workweek on those occasions when I get to play instead of DMing? Playing a simple fighter and not having to think too hard is wonderful.

If I don't want to do that I have plenty of other options out there ... like playing a battle master fighter. I was one of those people who didn't ask for your option of choice so please stop telling us that we're wrong or idiots to have a different preference. Besides, I want options for every type of player including those that would be better off playing a champion fighter.
even if BM manoeuvre were incorporated into base fighter, there would still be ways to play a big dumb fighter wouldn't there? nothing stops you from functionally just taking precision attack and using nothing but that one manoeuvre when you miss a big hit.
 

Magic weapons are also a good thing to consider: the way the game works right now, after you've found a good magic sword, you are mostly set. You are highly unlikely to ever let go of it, unless you find a straight upgrade to it somewhere.

If weapons break, magic weapons can have much more potent effects -- player will get a short-term surge in power that will nevertheless revert back to median
 

If I am playing a spellcaster or martial artist, spell slots and ki points represent daily powers my character can use. Keeping track of how much I have left does require some minor bookkeeping, but I know that if I can make it to the next long rest I will get all or most of that power back, which is reassuring.

Whereas fragile weapons would not recharge after any amount of time or rest. Warriors would start off with full power in the form of intact weapons and armor, only to begin an inevitable downward slide until the gear becomes unusable, at which point the only thing to do is go find new gear so the whole dreary cycle can repeat itself. It would be an inescapable loop of negative reinforcement, as opposed to the positive reinforcement that wizards or monks get after resting.

If weapons are extremely breakable, any slightly better weapons will likely be treated just like magic consumables. I think we have all seen players hoard potions for a rainy day that never comes. These items become dead weight and the DM might as well not even give them out. Lower quality weapons will be used up and thrown away, and play will likely devolve into a slog of endless scrounging for more weapons.

Early editions of D&D tried to nerf spellcasters with material components, which were usually consumed. Mages needed all kinds of weird, gross, or expensive stuff in order to cast most spells, and if the DM required the search for components to be played out I can see this wasting a fair amount of table time. Druids had to harvest mistletoe with a gold or silver sickle under the full moon if they wanted to cast at full efficacy. Lesser mistletoe or oak leaves could be used in a pinch, with spell power diminished in various ways, but in effect a druid player with a strict DM had to stay near oak woodlands infested with mistletoe or else risk losing spells altogether. No desert or polar adventures for 1E RAW druids, let alone plane-hopping! Material components are one of the most disregarded rules in all editions of D&D, and fragile weapons seem a lot like “spell components for fighters” to me.

I actually think that some form of weapon breakage is not necessarily a bad idea, but it should be rare and dramatic or else it would become a nuisance. Gear maintenance should be assumed as part of a warrior’s routine, not something to be played out at the table.

If the goal is to encourage tactical thinking, then giving weapons slight buffs and debuffs under various circumstances would be a much better way to do that. 1E had a crude version of this in the form of the weapon vs. armor table, another often-ignored rule which required constant reference to a huge table of all weapons. When I ran 2E I used the optional weapon type rule, which was a much simpler way to achieve the same result. Weapons were either slashing (S), piercing (P), or bludgeoning (B), with a minor plus or minus against various armors listed on a much smaller chart. Some monsters like skeletons were weak against some types and strong against others, which introduced a rock / paper / scissors dynamic that I found to be fairly intuitive. Some weapons might be too big to use in confined spaces, and I like having some way to determine when and where missile weapons can be used.

The heroic focus on special weapons has roots in mythology and medieval legends, with Arthur’s Excalibur or Roland’s Durendal being treated almost like characters in their own right. In early editions of D&D the use of magic swords appears to have been a stealth class ability for fighters (not actually pointed out or explained in the rules of course... 🙄), which was only reinforced by EGG giving AD&D swords the almost unique ability to do more damage to Large size foes, instead of less. If we want to encourage players to switch up their weapon use then I would favor the carrot over the stick.
I actually love using material components for spells. It can act as a realistic limiting factor tactically. But mostly I feel it enhances immersion by having the character go through a logical process of gathering what they need for their profession. Describing how you use your components to create your magic is I think very evocative. It's a resource that needs to be managed because it logically should be, and resource management IMO should extend beyond the tactical level.
 

Unrelated to above. I like FPS games. There are mindless arcade shooters and there are sims. UT is fast paced arcade shooter. Arma is simulation with balistics, breathing, stance, etc. D&D for last 25 years is more like arcade shooter.
And that is, in my view a real shame. Why avoid granularity and verisimilitude? We have video games for that kind of gratification.
 


No, but some players just want to hit stuff in combat.

They may well be very good improv actors, or really into other aspects of the game. D&D isn’t only combat, and not being interested in optimum combat performance no more makes you an idiot than being bad at acting does.
Sure, but if you're choosing a class that focuses heavily on combat, shouldn't managing your combat resources be part of playing that class? I think so.
 

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