D&D General Weapons should break left and right

If you want to have weapon breakage, it should be to make combat more exciting, unpredictable and cinematic, rather than just 'realistic'. 5E doesn't do realism very well at all and there are other RPGs that can create that flavour of game better (i.e., WFRP, Rolemaster, Dragonbane, etc.). I also wouldn't want my house rules to add a bunch of rules overhead or book-keeping. Furthermore, in the absence of other house rules, weapon breakage shouldn't make melee-focused classes weaker or (much) stronger.

First, I'd like to decide whether I want the trigger to happen on a hit (a mighty blow), a miss (a clumsy swing), or on a monster hit (a desperate defence against a powerful attack). This trigger choice will contribute to the 'feel' of the combat. Do I want warriors with mighty thews or a desperate struggle for life and death in the mud? Are monsters so inhumanly strong that steel can be splinted like wood?

Next, I would want to decide whether weapon breaks happen randomly, according to the dice or whether it should be a player choice. Intuitively, random breaks make more sense as a character would never choose to destroy their weapon on an attack. As an example, if it was breakage on a miss, then it might be triggered by a natural 1. For breakage on a hit, it could be on a nat 19 (since 20 is reserved for critical hits). In terms of frequency, I find that a 5% chance per roll is probably too frequent given that characters can often make multiple attacks per round. One option would be that a natural 1 forces the player to make a Reflex save to avoid the weapon being damaged/broken. Magical weapons could get advantage on the save, and it would then be easy to adjust the DC to achieve the desired likelihood of weapon breakage (I would probably go DC 10). Repairing weapons is trivial with the mending cantrip, but it could also be done using the right tool proficiency (which makes those proficiencies actually see use in a game). So there isn't too much overhead with this rule and can create moments of unpredictability, but it does make martial characters a bit weaker.

Alternatively, I have the 'gamier' option of letting players decide when a weapon breaks. I like the suggestion that was given earlier on the thread that a player could break his or her PC's weapon on a miss, but get a re-roll on the attack. If the trigger was a hit, then the player could choose to do max damage on the weapon die in return for breaking the weapon. If the trigger is a monster hit, then maybe they could negate a critical or have the damage roll be done with disadvantage. Overall, I like the player choice option over pure randomness as it makes martial characters a bit stronger.

However, I can see this house rule being abused by players - nonmagical weapons are cheap in gold and the encumbrance rules of 5E are very generous so power gamers might load up with 'disposable' weapons. Ultimately, I probably would want to include a random trigger AND player choice. So if breakage only occurs on a natural 1, then the player gets a choice, albeit at a minor cost. This version eliminates the need for the Reflex save so its faster at the table, and is less-likely to be abused since it's a choice that only comes up for 5% of rolls.
 

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A separate tangent on realism (realism isn't the goal by any means, but I'm a nerd, what can I do?)

While, sure, weapons don't get destroyed often, they quite commonly "go offline". If your opponent parries your sword with the rim of their (probably center-grip) shield, it's very likely going to split it and get stuck (and your opponent is probably counting on it); if your opponent gets past the point of your spear, it might be a better idea to drop it and reach for a dagger; archer switching for a side arm is obvious. Armored fighting often devolves into grappling, where the weapon is used more for hooking limbs than striking:

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Currently, you almost never need to switch weapons, and it's practically impossible to disable opponent's weapon (or have it happen to yourself), whether momentarily or for a while.

Everything else aside, swordfighting is cooler when it's not just swordfighting and involves other weapons (or swords themselves in other purposes, say, to clobber the bastard with your cross guard like a pick).

Also, fun fact: in some treatises, "quarterstaff" is not a weapon, it's a grip -- you hold it in the last quarter of its length. When you change grip and hold it closer to the middle, it becomes a half staff. Weapons, in general, are quite versatile and can be used in many different ways for different purposes. A longsword held in both hands is a different weapon from a longsword held in Halbschwert (half-sword) guard, the latter being closer to a short spear with how it's being used!

Forcefully changing player's guard/stance (and thus make their weapon change statblock) can be another way to achieve the proposed effect.
 

N.B.: This has nothing to do with realism. Real life weapons are pretty damn durable (who would've thought, things designed to parry impacts with nasty sharp weapons can withstand impacts of nasty sharp weapons!). Stop fighting your Hokusai's twenty four views of car dealership inflatable strawmen.

This is about switching up gameplay to create varied situation. Whether it's by weapons breakage or buffed "disarm" move is mostly immaterial — the main thing is to make people play each encounter differently.
The problem i see is that those crazy weapon swaps slow down the game. Each time you switch weapons, you have to recalculate your attack bonus (based on on, str or dex, fighting style, mastery, feats, magical bonus) and damage (ditto). That's a lot of work to do on the fly. If a fighter goes from greatsword to spear to dagger or punching with his gauntlets in 4-5 rounds, he's going to have to stop every round to figure out his new math and capacities.

A much more elegant solution would be a "improvised weapon" skill that has a set attack, damage, and a few options you can select like trip or disarm. That way, the fighter can grab whatever is at hand and use it instantly. You could go even further and truly opt for OS play and make all weapons do the same damage so there is no recalculating needed when the fighter drops his sword and grabs a knife. Unrealistic? Welcome to hit points buddy! (It also makes damage dependent on the user, not the weapon).

Because the kind of weapon swapping you are looking for is going to be tedious unless you abstract weapon usage further.
 

The problem i see is that those crazy weapon swaps slow down the game. Each time you switch weapons, you have to recalculate your attack bonus (based on on, str or dex, fighting style, mastery, feats, magical bonus) and damage (ditto). That's a lot of work to do on the fly. If a fighter goes from greatsword to spear to dagger or punching with his gauntlets in 4-5 rounds, he's going to have to stop every round to figure out his new math and capacities.

A much more elegant solution would be a "improvised weapon" skill that has a set attack, damage, and a few options you can select like trip or disarm. That way, the fighter can grab whatever is at hand and use it instantly. You could go even further and truly opt for OS play and make all weapons do the same damage so there is no recalculating needed when the fighter drops his sword and grabs a knife. Unrealistic? Welcome to hit points buddy! (It also makes damage dependent on the user, not the weapon).

Because the kind of weapon swapping you are looking for is going to be tedious unless you abstract weapon usage further.

You land a crit. At the end of the turn, you have to switch weapons.

While other players take their turns, you have a couple minutes to study the statblock and adjust to hit bonus if necessary (would it even be necessary? You'll have the same attack bonus with most weapons, no?)

But also yeah, I'm all for making all weapons deal the same damage and representing the difference through reach, special qualities and whatnot.

It is also realistic — a dagger is as deadly as a sword, the difference is in how easy (or hard) it is to threaten your opponent without getting skewered yourself.
 
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While other players take their turns, you have a couple minutes to study the statblock and adjust to hit bonus if necessary (would it even be necessary? You'll have the same attack bonus with most weapons, no?)
And I can already see how it iwll look in practice

DM: Ok Bob, your turn.
Bob the Fighter: Wait, I forgot to switch my weapons!
<Bob spends 10 minutes trying to switch the weapon>
Player A: Dammit Bob! We told you to do it after your turn, before we circle back to you! You're slowing the game down!
Bob: Sorry, it won't happen again.
<one full round of combat later>
DM: Ok Bob, your turn.
Bob the Fighter: Wait, I forgot to switch my weapons!

And I know that because this is literally happenning with all casters and spell selection.
 

You land a crit. At the end of the turn, you have to switch weapons.

While other players take their turns, you have a couple minutes to study the statblock and adjust to hit bonus if necessary (would it even be necessary? You'll have the same attack bonus with most weapons, no?)

But also yeah, I'm all for making all weapons deal the same damage and representing the difference through reach, special qualities and whatnot.

It is also realistic — a dagger is as deadly as a sword, the difference is in how easy (or hard) it is to threaten your opponent without getting skewered yourself.

5.24 has taken baby steps toward this with weapon masteries. There seems to be a mixed reaction on this board, but my groups certainly like them.
 

If weapon breakage was in the game, especially breaking on a 1, it would be one of the first things I'd houserule away, it isn't a fun rule for martial users who rely on their weapons.
 

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