D&D General Weapons should break left and right

Not sure what you're getting work up about. Take a deep breath, take a walk outside, let your toes touch the grass. No one is attacking you or anything you believe in. Relax.
Sorry you don't like a counter opinion. Let's be honest, whenever these restrictive mechanics are proposed they are always aimed at martials. When do see spell failure, or casting rolls or divine refusal aimed at casters?
 

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Are you a card carrying member of the Spellcasters Supremacy Society? There is already a wide enough gap between casters and martials without reducing their one glimmer of hope.
The concept of weapon over-specialization is the one ray of hope for martials keeping up with casters? What game do you play?
 

Sorry you don't like a counter opinion. Let's be honest, whenever these restrictive mechanics are proposed they are always aimed at martials. When do see spell failure, or casting rolls or divine refusal aimed at casters?
I do like a counter opinion. What you were doing was just thread crapping. You're being a lot more communicative now. Progress!

I am not the OP. I don't even love the OP's idea, partially for the reasons you presented (which you did in a pretty juvenile way, hence my response). I actually somewhat agree with you, just not the way you made your opinion known.

I see what the OP is going for: realism. Is the proposed implementation the best way to go about this? I don't think so. And I agree with you that this can't come at the cost of increasing the divide between casters and martials in 5E.
 

Another way the GWM can lose a weapon is some variation of disarm. In 3.5, I had a monk who had spent the feats for disarm and had great fun taking the opposition's powerful weapons away from them.
I would love to see disarm used by both sides more. I should make that happen.
 

So if a character breaks sword #1, what stops them from pulling sword #2? The encumbrance rules certainly aren't going to matter much, even a greatsword only weighs 6 lbs. At 11th level fighters have 3 attacks per round and action surge which means up to 6 for some fights. On average they'll roll a 1 ever other combat or even more ... how is that fun? How on earth does that not feel like they're being punished for choosing not to be a spellcaster?

I had a DM that added this to their game long ago, it was one of the reasons I left the game.
 





People citing items breaking in older editions arent considering that it comes about in specific circumstances, and each item gets a saving throw with magic items gaining bonuses to such saving throws based on their power.

It is a risk when faced with specific challenges, not a bad day with your swing. In 1e at least, I cant speak to 2e
2e was the same way. But even that system showed that item breakage could be exhausting as a player. Getting hit with a fireball meant rolling for one’s entire equipment list to see what was or wasn’t affected. This just became silly in practical use.
 

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