ezekielcroe9
Villager
I sort of agree with the general concept, in that breaking weapons is an elegant way to introduce resource attrition into the game, which could encourage more interesting choices for players and GMs...
However!
It'll need to be tuned to actually trigger interesting decision-making; I think just forcing players to constantly scramble for weapons will get old very quick. I think too many homebrew rules out there build this as a stressor or punishment, rather than a high-reward, high-risk feature.
In D&D, You can sort of manage this by running a Monk-esque "Unarmed Strike" or "Brawler"-esque Feat, giving the character a flat d10 for attacks when they hold any weapon, but their weapon breaks whenever they roll below a certain number (maybe 10), or whenever they down a creature. This should give the same feeling of needing to swap weapons but now the flat d10 gives players a reason to want to take this feat.
Alternatively, we could imagine a system where the weapons that break are super strong but fragile, while the default weapons are normal but weaker. Maybe step the default die size down by one, while the more powerful variants are stepped up by one die size, but they need to be maintained during a rest after two encounters. If not, the weapon might break after the end of the third encounter.
However!
It'll need to be tuned to actually trigger interesting decision-making; I think just forcing players to constantly scramble for weapons will get old very quick. I think too many homebrew rules out there build this as a stressor or punishment, rather than a high-reward, high-risk feature.
In D&D, You can sort of manage this by running a Monk-esque "Unarmed Strike" or "Brawler"-esque Feat, giving the character a flat d10 for attacks when they hold any weapon, but their weapon breaks whenever they roll below a certain number (maybe 10), or whenever they down a creature. This should give the same feeling of needing to swap weapons but now the flat d10 gives players a reason to want to take this feat.
Alternatively, we could imagine a system where the weapons that break are super strong but fragile, while the default weapons are normal but weaker. Maybe step the default die size down by one, while the more powerful variants are stepped up by one die size, but they need to be maintained during a rest after two encounters. If not, the weapon might break after the end of the third encounter.