D&D General Weapons should break left and right

No, 5e is the ruleset. WotC makes a game called D&D that uses a version of that ruleset.
That's flat out wrong. E = edition of D&D and only WotC can make one. What others do is just make 5e compatible stuff with the rules. You are utterly unable to make an edition or part of an edition of D&D, 5th or otherwise.
 

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So, in the interests of a more constructive direction, i ask: what would it take for each of you to start weapon juggling during battle?
the ability to effectively swap weapons in a fight.

it really doesn't matter how few or many weapons my character's specialized in if i'm forced to either drop my weapon or follow a flow chart to swap to a new one without wasting my entire turn.
 

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.
Well, I'm not calling shots in WotC, and even if I was, I'd be more busy with trying to undo all the damage EDH did to Magic (seriously, who thought bending the entire game around such a deeply unserious format was a good idea?!) rather than screw around with dnd.

But also: I'm currently playing pretty complex, sim Unofficial Elder Scrolls RPG. I'd be hard pressed to tell you what my character's talents are or what a spear does, I don't really remember. Good thing that during the game I have them all in front of me!
 

That was the problem in 2e. People talk about interupting casters, but, that was incredibly difficult to do in 2e. Your initiative was modified by the casting time of the spell, typically 1-3. A medium creature started at a +3 mod for initiative. The wizard beat the monster almost every time. A large monster was +6. Let's each roll d10's. I roll a d10+1- my Dex bonus, you roll a d10 +6 . Guess who wins pretty much every time?

The whole, "Oh, well casters lost their spells all the time" thing is such an overblown myth of early edition play. Never minding any reasonably tactically minded group had the casters in the back line where they simply couldn't be attacked at all most of the time. That was the point. You lined up your three fighters and the cleric on the front line, the rogue and whatever sixth character you had was in the next line and the wizard was in the back safe as banks. Virtually no monsters had ranged attacks and, as soon as the fighters engaged in melee, even those that did have ranged attacks could no long use them.

I've never understood this myth of wizards always losing spells. Sure, it happened once in a blue moon, but, otherwise? It almost never happened.
The default initiative method in 2e was one roll for each side, with modifiers depending mostly on environment (wading in high water, restrained, ...) or magic (haste, slow). Modifiers like casting time, creature size, weapon speed, were an optional rule.

We played with the default method, and losing a spell was a real risk.
 

The default initiative method in 2e was one roll for each side, with modifiers depending mostly on environment (wading in high water, restrained, ...) or magic (haste, slow). Modifiers like casting time, creature size, weapon speed, were an optional rule.

We played with the default method, and losing a spell was a real risk.
We played with the optional rules and losing a spell was a real risk. :P
 




micah, with all due respect, it's the D&D General subforum. you really need to stop arguing this, you're never gonna win this relevancy argument.
Other games using the 5e ruleset are just as relevant to this discussion as WotC's current game, as are other versions of official D&D and other games inspired by those versions. If you don't agree that's fine, but many, many more games are relevant to a discussion about weapon breakage than WotC D&D 5.5e.
 


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