D&D General Weapons should break left and right


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Yes, especially that part when the guy swings at the air and these morons fall on their asses out of sheer terror.

No, it just makes the overwhelming number of mooks look INCOMPETENT. there is literally a trope about this - conservation of ninjutsu. In ALL OF FICTION I can only name you 4 (four) examples of scene where hero defeats horde of enemies that actually make the hero look good, not a single one releis on weapons breaking.

Ah, that explains it.


I disagree, as I do not find any of these things to be anywhere near as complex as running say, a Druid, argurably most compelx class in the game. I think an average person can handle it easily and withotu much problem.
What are the four examples? You can't leave us hanging like that!
 

What can I say, stop playing people who don't respect other players' time.

There's like ten billion ways a negligent player can make the game worse, and they generally have nothing to do with the rules or their complexity.

But also... That's just a non-existent problem anyway? What kind of person seriously struggles to read two paragraphs on a piece of paper (or a telegram message)?

Never in my life I encountered that, and I've been doing this for a decade at this point.
Unfortunately, my lived experience is very different. I'm down with your design goal to inject variety, but I think the current state of 5e has led to a class of players who just don't see a reason to internalize the rules structure, and we're in a world where the "I attack" fighter with a standard combat routine is the desired gameplay for a chunk of the audience.

I touched it a little earlier, but I think you need more scaffolding to make those change work, mostly in caring for fail states and stakes. Combat doesn't really have an effective learning loop players can take information away from, in order to even react with a tactical change in response to using a new weapon.
 


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.
How much damage do you think they should do? Because that runs into the hit point issue.
 

I assume they like the class fantasy of the fighter. Doesn't necessarily have to have anything to do with liking the mechanics.
If it didn't work they could easily switch to something else. But it's obvious that no amount of evidence to the contrary is going to change anything so I don't see a point arguing about it.
 


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