D&D General Weapons should break left and right

In 2e, the Great Spear in the Complete Fighter's Handbook was one of the better weapons around, and I made a Fighter who used one when I still had delusions that 2e was a game where you could create whatever character you desired and that there weren't strictly superior options.
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My new character then found themselves in the same party as a Sylvan Elf Fighter with 19 Str who dual wielded longswords (thanks to the Two-Weapon Style Specialization), and that's when the truth started to sink it.

What sealed the deal was when, during the adventure, he quickly found two magic swords, and there were no magic spears to be found, rendering me completely useless when we later encountered a gargoyle during The Sentinel (where I found myself in the same situation as the NPC Monk). In fairness, the DM did eventually let me acquire a magic greatspear, but he had to go out of his way to make that happen. It wasn't until later, when I, taking my own turn as the DM, realized that the DMG limited most non-swords to no better than +3, with only swords being allowed to climb higher.
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People like to talk about how optimization wasn't a thing back then, or go on about 3e's "ivory tower design", but it was all there right along. Some decisions would be rewarded by the system, and others would be punished. And over the years, I've heard many DM's claim that it isn't their business to make the game suit the player, or to alter the game world for their benefit, as if it's somehow teaching players a lesson to not specialize in glaive-guisarmes or play Fighters with higher Intelligence than Strength. Many of those same DM's then turn around and decry people who make "optimized" characters, without seeing the irony.

Now I'm not saying that all choices need be equal- that would take a great deal of effort, and a game where a dagger Rogue performs just as well as one with a rapier doesn't seem very logical. But at the same time, one has to wonder why have inferior options in the first place, and why some people scoff or deride people who then try to make better choices. I've often heard DM's wax poetic about how characters built in a sub-standard way are somehow superior, as if the essence of roleplaying is to carry around a whip because your character was once an animal trainer for their entire career, or your wise, humble, peasant Fighter should continue to cling to his trusty pitchfork, while at the same time shrug and say "hey, just because your character uses a pike doesn't mean magical pikes are going to appear as treasure. I'm not changing my carefully constructed campaign world for your benefit. Better start using that +1 battle axe you found" with the same level of scorn as a 12 year old brat in League of Legends to tell you to "git gud".
Inferior options exist because they logically should in the setting. Some things are more effective than others, and if you don't like inferior choices (and better ones are available; availability is always an important consideration) then take them.
 

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It's going to dangle a bit annoyingly, but nothing major, but with a spear I see no other way than to climb up and have someone else pass you the spear afterwards, but only if the climb is short enough for that
My last answer was more humorous than anything else, but this one is more serious. It's a spear. It can be thrown up first, or someone else can toss it up into the air for you to reach out and grab from where you are at. In a dungeon it will be rare that a climb will be so high that it wouldn't be possible for one of those to happen.
 

Preemptive note: every time I try to get caught up on this thread, more posts arrive than I can get through before being called away. I'm going to address the OP and comment on some posts I've seen. It may all well be wildly out of date to the primary discussion at this point.
I'm also going to treat the proposal as a suggestion for an opt-in alternative version of D&D (mostly focusing on a mod to 5e, but discussing other editions as seems like fruitful discussion) they would either publish or use as house rules, with achieving stated goals and likely player buy-in as success criteria.

What it says on the tin.

The thing about weapon never (or rarely) breaking is that specialization builds become busted strong. Great Weapon Master is such a great perk because realistically it's always guaranteed to be online - the same person is picking the weapon and the feat. The main choice was made on character creation.

But what if players were forced to constantly use whatever they have lying around? Taking weapons from the enemy? What if their weapons broke a couple times per encounter? Now, GWM becomes a much more situational perk: yeah, it's busted strong when you wrench a greatsword from draugr's hands! (and also not waste it on bad targets). Not super useful otherwise.
Firstly, I think the initial setup is accurate -- players often grab a weapon-specific feat and use said weapon whenever possible as anything else would be (at that point) sub-optimal. There are switch-hitter builds (perhaps you choose Mage Slayer or Sentinel as their first feat), but there is a trend.

Secondly, a ruleset that made weapon breakage a constant norm would make such weapon-specific feats less optimal choices.

Not stated in OP but conveyed consistently thereon out is a postulation that we should thus implement such a rule with the goal of increasing variety in martial combat actions. I'm going to actually leave out discussion of whether the goal is both desired and necessary -- some people want fighting as a fighter to have more complexity, others do not, I'm just going to explore the proposal as it benefits those that do want such things. With that in mind, I think what needs to be answered is (at least):
  1. Does the proposal achieve such a goal?
  2. Are there any complications, downsides, opportunity costs, or excessive effort required to implement the proposal, such that no or an alternative solution might be better?
  3. Does either the proposal or goal already have existing support in the game, such that adding this rule set cause contradiction or confusion?
  4. Are there other ways to accomplish the same (and is the proposed solution appreciably better)?
Regarding the first (1) question, I think it is very much dependent on a number of factors.
  • Will weapon breakage mean the PC will have to seek out weapons with a non-curated selection (such that they will have to adapt to the new weapon's qualities)? This is going to vary significantly based on how easy it is to have backups. In standard D&D gold-acquired quickly dwarfs weapon costs (and even if you change this, they still pale in comparison to armor costs). Likewise armor and gear weights quickly outpace most weapon weights. Second point for weight, there are any number of ways (hirelings, horses, bags of holding) to increase your carry capacity.
  • Will the character whose weapon breaks find an alternate (non-curated selection) weapon to use? If half your fights are against bears, dragons, or dire flumphs, all you are doing is preparing your fighters to fight without a weapon at all.
  • Will the fighter just become not a fighter (or not a weapon-using one, at least)? Between monks, creatures with natural weapons, classes that can create/summon weapons, and just casters with cantrips; there is a real risk that making fighting with weapons hard to sustain simply an exercise in incentivizing not fighting with weapons instead of making people struggle to sustain the action.
Regarding the second (2) question, there certainly are complications. The above-mentioned situations where it doesn't work also qualify here. But also:
  • Magic weapons are an iconic part of D&D. While losing magic items is part of the expected game play loop, having magic items be lost at the rate sufficient to encourage grabbing that weapon over there probably disrupts the feeling of accomplishment of acquiring a magic weapon in the loot pile. Likewise, for many editions, having a magic weapon is necessary to deal with a large range of enemies (or again incentivizes playing as not-a-fighter instead).
  • The proposed chance-per-use means that classes/builds/concepts focusing on number of attack will be disproportionately affected compared to those that focus on singular high-damage attacks. I don't know how people feel about fighters vs. rogues (/martial clerics vs. barbarians/paladins/valor bards) in terms of effectiveness but addressing whatever it is with a negative effect that significantly over-penalizes fighters seems like an unintended consequence.
  • Using dis-opportunity mechanics ('you won't have one when you want it') to encourage mixing up tactical style means you cannot rely on planned actions. That's of course part of the reason for it in the first place, but it gets applied universally, even when maybe you wouldn't want it. The strategic plan to address the final showdown with snipers who snuck into place before a meeting won't be made if the chance that the archers still have their bows is highly uncertain (and if they can just have backups, then again how do backups not disrupt this rule from having the overall intended effect?). It pushes the optimal long term plan to be 'don't plan, just be good at leveraging what you find.' Which is a thing, maybe even a cool thing. But in the end it is just selecting one plan/playstyle/build (opportunistic generalist) as the optimal one, which I think is part of the thing we were trying to avoid in the first place.
Regarding the third (3) question, somewhat. Rust monsters and oozes that degrade weapons that strike them exist in most editions. 3e also had sunder rules, so certain specialist enemies could take out weapons with ease (PCs too, but destroying your potential loot has always been hard to incentivize). I'm not seeing a lot of places where this would cause confusion. If oozes do one type of weapon damage and regular use caused another, that might be an issue.

Regarding the fourth (4) question, well there certainly are other options.
  • The weapon mastery system 5e('24) introduced is clearly an option.
  • So is the 3e feat trees (in a system where you get massively multiple feats) giving similar options like trip, disarm, and such.
  • Speaking of disarm, having more robust disarming rules would be a good alternate way of making fighters have to sometimes dash over to a fallen foe and take their weapon instead of always using theirs (same issues about backups).
  • Rules like 3.5 B/P/S-specific DR or TSR 'bludgeoning for full damage vs. skeleton'-style rules (also in 5e, but less so) would encourage switching up weapon types.
  • More broadly, if the goal is to increase combat action variety rather than specifically changing weapon used, simply having a wider breadth of 'attack actions' would accomplish the same goal. Trip, disarm, and grapple being obvious, but looking at Book of 9 Swords or games like Daggerheart (or even Gloomhaven) might accomplish it as easily as addressing weapon chosen.
  • Taking the OP at first glance, while it is challenging (if not impossible) not to have some weapon+feat combos come out on top and others on bottom, it is absolutely plausible that another theoretical version of the game could reduce the span to less than the overall span of character effectiveness (or just have 3-4 options be at top, depending on the rest of your character choices).
In conclusion, while I 1) understand and can appreciate the goal of this proposal, and 2) think it would be a way of addressing it, I don't think it would be the way I would recommend for D&D. Predominantly because there are too many very-D&D things that would have to be completely re-worked to give it teeth (keeping magic weapons be a big score, figuring out how to make people pick up random weapons instead of pull out a backup same type of weapon, having people switch to monks and casters). Likewise, because I think other options (expanding 3e feat system or 5e24 weapon masteries to give positive incentives to switch weapons, adding back more creatures that take little-to-no damage from certain weapon types, other non-weapon ways of expanding fighter-action variety) would accomplish the same goal with fewer complications.
Instead, I think I would recommend this for another game, built from the ground up with these expectations in mind. It would:
  • have fewer ways to carry 3 extra copies of your main weapon with you
  • fewer ways to defeat monsters without a 'tough guy with weapons' out in front
  • would not have finding very special magic weapons as loot be an iconic form of success in the game
  • have much more consistency in what encounters you run into and how frequently those would be weapon-bearing humanoids
Perhaps most importantly, it would be a new system, one where there are no pre-conceived expectations, and you aren't taking anything away (from a game that previously doesn't exist) to achieve your goal. I would still look into whether an alternative method (varied attack-type actions) might achieve the larger goal of varied character action better than enforced variation of weapon type, if for no other reason than 'character with an iconic weapon' isn't specifically something I think shouldn't happen in a game or genre.
Why are you assuming the OP wants to force this idea on everyone? How could they even do that? It's either a rule you're using in your game at your table, or it isn't. Just like all the other rules.
So, and I just want this clear: You are reading the OP (where it is not explicitly stated what the proposal is) and assuming in good faith that it is a proposal for those who want to opt in (not a suggestion for how the game should be for everyone), and that positions taken are personal opinions rather than stated as objective truths?

This is very much what we all like to see, and I hope it is a norm we will continue to see (applied equally and universally). I think many of us will note this and remember it.
There's a word for needlessly hoarding resources: being bad. Good player knows when a situation calls for expending resources. Bad players lose the match with full super meter. Or thousands of gold in their treasury. Or with an inventory full of powerful scrolls.
It makes you consider when to spend (or not to spend) resources. Making mistakes will lead to bad outcomes. Nothing fundamentally bad or broken about that. That's how games work -- they give you opportunities to screw up and then the whole process of play is avoiding screwing up.
I don't think I can get on board with this framing. It's juxtaposing people who know the game well vs. those who don't as good vs. bad instead of skilled/experienced vs. not skilled/experienced (maybe 'good at' vs. 'bad at') Beyond that, I'm not going to call someone bad (or even making mistakes) for doing what looks reasonable with the information they have available. Experience teaches them otherwise, until they learn otherwise, it isn't a bad or a mistake, merely unoptimized, inexperienced play. And how quickly the figure this out depends on their own acuity, but also how well the game facilitates and communicates the lessons. In my mind, a game that hasn't well set up its game play loop such that people who play want to do what it expects them to do or rapidly learn to do what it expects them to do is exhibiting a gap or opportunity for a tutorial mechanic.
Similarly, in real-time strategy games, many novice players gravitate towards building big bases, then building big epic units (or big epic armies) -- and they inevitably lose to someone who is actually playing the game.
Novice/inexperienced play is playing the game. It is a necessary phase everyone goes through to experienced play that needs to be accounted for in the game development. Figuring out how to get people from 0 to 100 (% understanding and investment), learning the right lessons to get there (without going down unnecessary dead ends that risk making them lose interest before they get there) is a major part of the process, similar in importance to making a game that is enjoyable to play once you get there.
I remember people absolutely loving* that back in 3.5e, and how people fondly remember the days of having golfbags full of weapons for different situations.
* This may not be completely accurate.
Sarcasm noted. oD&D/AD&D weapon vs. armor tables similarly. Buy-in is certainly worth considering. If a proposed change would address a perceived problem, but people are unlikely to latch on to the change, well then it certainly won't address the problem for them.
 

My observation was it was a chore without consequences. A standard D&D quiver holds 20 arrows. That’s enough to last at least 5 rounds, and a typical fight is over in 3. After that they can recover half and make more as they go about their usual business.

If a player wants to track ammo, and pipe up if they run out, that’s up to them. But I’m not going to police it.
I don't police ammunition or rations for that matter, unless the environment is weird for it. Like if you are spending a great deal of time in a desert environment where getting what you need to make/replace arrows isn't readily available, tracking starts and finding a source of food and water is necessary.
 

I was quite clear that I have no problem with archers making their own arrows. I am saying I prefer the details of that activity be paid more attention than you prefer. Bring extra materials. Take the time. Accept that you've chosen a combat option with limitations that should be addressed, or find some supernatural way to get around them. If your players don't want to deal with the real consequences of their choice, I guess they can in your game. But that sort of thing is important to me both as a GM and a player. It certainly wouldn't stop me from playing an archer if that's the fantasy I want to indulge in.
My issue is (aside from balance with casters) archer running out of arrows is fundamentally unrealistic(unless it’s in the middle of a battle). It’s not reasonable to expect players to know about things like collecting feathers and suchlike, because they do not have the knowledge and training to know that any more than they could actually shoot a dragon in the eye socket.
 

Sorry, but, who didn't lug spears around most of the time? Nearly anyone who was headed out into the wilderness took a spear, starting all the way back in paleolithic times all the way up to Roman era and, depending on the part of the world, right up to the advent of gun powder weapons. Carrying a spear was FAAAAR more common than carrying a sword. Swords are absolutely crap weapons against anything that isn't a human. Who would you put money on against a charging boar - man with sword or man with spear?
Not that I disagree with your general point here, but unless that man with the spear has a boar spear with a crossbar on it, I'm betting on the boar both times. :P
 

I don't police ammunition or rations for that matter, unless the environment is weird for it. Like if you are spending a great deal of time in a desert environment where getting what you need to make/replace arrows isn't readily available, tracking starts and finding a source of food and water is necessary.
Quite. If the scenario creates a specific resource issue like being lost in the desert, then resource tracking matters. But if you are in a normal situation there is no need. The characters know how to live in their natural environment without input from the players.
 

Preemptive note: every time I try to get caught up on this thread, more posts arrive than I can get through before being called away. I'm going to address the OP and comment on some posts I've seen. It may all well be wildly out of date to the primary discussion at this point.
I'm also going to treat the proposal as a suggestion for an opt-in alternative version of D&D (mostly focusing on a mod to 5e, but discussing other editions as seems like fruitful discussion) they would either publish or use as house rules, with achieving stated goals and likely player buy-in as success criteria.


Firstly, I think the initial setup is accurate -- players often grab a weapon-specific feat and use said weapon whenever possible as anything else would be (at that point) sub-optimal. There are switch-hitter builds (perhaps you choose Mage Slayer or Sentinel as their first feat), but there is a trend.

Secondly, a ruleset that made weapon breakage a constant norm would make such weapon-specific feats less optimal choices.

Not stated in OP but conveyed consistently thereon out is a postulation that we should thus implement such a rule with the goal of increasing variety in martial combat actions. I'm going to actually leave out discussion of whether the goal is both desired and necessary -- some people want fighting as a fighter to have more complexity, others do not, I'm just going to explore the proposal as it benefits those that do want such things. With that in mind, I think what needs to be answered is (at least):
  1. Does the proposal achieve such a goal?
  2. Are there any complications, downsides, opportunity costs, or excessive effort required to implement the proposal, such that no or an alternative solution might be better?
  3. Does either the proposal or goal already have existing support in the game, such that adding this rule set cause contradiction or confusion?
  4. Are there other ways to accomplish the same (and is the proposed solution appreciably better)?
Regarding the first (1) question, I think it is very much dependent on a number of factors.
  • Will weapon breakage mean the PC will have to seek out weapons with a non-curated selection (such that they will have to adapt to the new weapon's qualities)? This is going to vary significantly based on how easy it is to have backups. In standard D&D gold-acquired quickly dwarfs weapon costs (and even if you change this, they still pale in comparison to armor costs). Likewise armor and gear weights quickly outpace most weapon weights. Second point for weight, there are any number of ways (hirelings, horses, bags of holding) to increase your carry capacity.
  • Will the character whose weapon breaks find an alternate (non-curated selection) weapon to use? If half your fights are against bears, dragons, or dire flumphs, all you are doing is preparing your fighters to fight without a weapon at all.
  • Will the fighter just become not a fighter (or not a weapon-using one, at least)? Between monks, creatures with natural weapons, classes that can create/summon weapons, and just casters with cantrips; there is a real risk that making fighting with weapons hard to sustain simply an exercise in incentivizing not fighting with weapons instead of making people struggle to sustain the action.
Regarding the second (2) question, there certainly are complications. The above-mentioned situations where it doesn't work also qualify here. But also:
  • Magic weapons are an iconic part of D&D. While losing magic items is part of the expected game play loop, having magic items be lost at the rate sufficient to encourage grabbing that weapon over there probably disrupts the feeling of accomplishment of acquiring a magic weapon in the loot pile. Likewise, for many editions, having a magic weapon is necessary to deal with a large range of enemies (or again incentivizes playing as not-a-fighter instead).
  • The proposed chance-per-use means that classes/builds/concepts focusing on number of attack will be disproportionately affected compared to those that focus on singular high-damage attacks. I don't know how people feel about fighters vs. rogues (/martial clerics vs. barbarians/paladins/valor bards) in terms of effectiveness but addressing whatever it is with a negative effect that significantly over-penalizes fighters seems like an unintended consequence.
  • Using dis-opportunity mechanics ('you won't have one when you want it') to encourage mixing up tactical style means you cannot rely on planned actions. That's of course part of the reason for it in the first place, but it gets applied universally, even when maybe you wouldn't want it. The strategic plan to address the final showdown with snipers who snuck into place before a meeting won't be made if the chance that the archers still have their bows is highly uncertain (and if they can just have backups, then again how do backups not disrupt this rule from having the overall intended effect?). It pushes the optimal long term plan to be 'don't plan, just be good at leveraging what you find.' Which is a thing, maybe even a cool thing. But in the end it is just selecting one plan/playstyle/build (opportunistic generalist) as the optimal one, which I think is part of the thing we were trying to avoid in the first place.
Regarding the third (3) question, somewhat. Rust monsters and oozes that degrade weapons that strike them exist in most editions. 3e also had sunder rules, so certain specialist enemies could take out weapons with ease (PCs too, but destroying your potential loot has always been hard to incentivize). I'm not seeing a lot of places where this would cause confusion. If oozes do one type of weapon damage and regular use caused another, that might be an issue.

Regarding the fourth (4) question, well there certainly are other options.
  • The weapon mastery system 5e('24) introduced is clearly an option.
  • So is the 3e feat trees (in a system where you get massively multiple feats) giving similar options like trip, disarm, and such.
  • Speaking of disarm, having more robust disarming rules would be a good alternate way of making fighters have to sometimes dash over to a fallen foe and take their weapon instead of always using theirs (same issues about backups).
  • Rules like 3.5 B/P/S-specific DR or TSR 'bludgeoning for full damage vs. skeleton'-style rules (also in 5e, but less so) would encourage switching up weapon types.
  • More broadly, if the goal is to increase combat action variety rather than specifically changing weapon used, simply having a wider breadth of 'attack actions' would accomplish the same goal. Trip, disarm, and grapple being obvious, but looking at Book of 9 Swords or games like Daggerheart (or even Gloomhaven) might accomplish it as easily as addressing weapon chosen.
  • Taking the OP at first glance, while it is challenging (if not impossible) not to have some weapon+feat combos come out on top and others on bottom, it is absolutely plausible that another theoretical version of the game could reduce the span to less than the overall span of character effectiveness (or just have 3-4 options be at top, depending on the rest of your character choices).
In conclusion, while I 1) understand and can appreciate the goal of this proposal, and 2) think it would be a way of addressing it, I don't think it would be the way I would recommend for D&D. Predominantly because there are too many very-D&D things that would have to be completely re-worked to give it teeth (keeping magic weapons be a big score, figuring out how to make people pick up random weapons instead of pull out a backup same type of weapon, having people switch to monks and casters). Likewise, because I think other options (expanding 3e feat system or 5e24 weapon masteries to give positive incentives to switch weapons, adding back more creatures that take little-to-no damage from certain weapon types, other non-weapon ways of expanding fighter-action variety) would accomplish the same goal with fewer complications.
Instead, I think I would recommend this for another game, built from the ground up with these expectations in mind. It would:
  • have fewer ways to carry 3 extra copies of your main weapon with you
  • fewer ways to defeat monsters without a 'tough guy with weapons' out in front
  • would not have finding very special magic weapons as loot be an iconic form of success in the game
  • have much more consistency in what encounters you run into and how frequently those would be weapon-bearing humanoids
Perhaps most importantly, it would be a new system, one where there are no pre-conceived expectations, and you aren't taking anything away (from a game that previously doesn't exist) to achieve your goal. I would still look into whether an alternative method (varied attack-type actions) might achieve the larger goal of varied character action better than enforced variation of weapon type, if for no other reason than 'character with an iconic weapon' isn't specifically something I think shouldn't happen in a game or genre.

So, and I just want this clear: You are reading the OP (where it is not explicitly stated what the proposal is) and assuming in good faith that it is a proposal for those who want to opt in (not a suggestion for how the game should be for everyone), and that positions taken are personal opinions rather than stated as objective truths?

This is very much what we all like to see, and I hope it is a norm we will continue to see (applied equally and universally). I think many of us will note this and remember it.


I don't think I can get on board with this framing. It's juxtaposing people who know the game well vs. those who don't as good vs. bad instead of skilled/experienced vs. not skilled/experienced (maybe 'good at' vs. 'bad at') Beyond that, I'm not going to call someone bad (or even making mistakes) for doing what looks reasonable with the information they have available. Experience teaches them otherwise, until they learn otherwise, it isn't a bad or a mistake, merely unoptimized, inexperienced play. And how quickly the figure this out depends on their own acuity, but also how well the game facilitates and communicates the lessons. In my mind, a game that hasn't well set up its game play loop such that people who play want to do what it expects them to do or rapidly learn to do what it expects them to do is exhibiting a gap or opportunity for a tutorial mechanic.

Novice/inexperienced play is playing the game. It is a necessary phase everyone goes through to experienced play that needs to be accounted for in the game development. Figuring out how to get people from 0 to 100 (% understanding and investment), learning the right lessons to get there (without going down unnecessary dead ends that risk making them lose interest before they get there) is a major part of the process, similar in importance to making a game that is enjoyable to play once you get there.

Sarcasm noted. oD&D/AD&D weapon vs. armor tables similarly. Buy-in is certainly worth considering. If a proposed change would address a perceived problem, but people are unlikely to latch on to the change, well then it certainly won't address the problem for them.
If you're trying to make a point to me, please note that @loverdrive did not disparage other forms of play with their comments about what they wanted from their game, even if they did not specifically note they were stating a personal opinion. This has definitely not been the case with several other posters on this and other threads. To me, if you're going to state a negative feeling about something, it is courteous to make it. Lear that said feelings are subjective and personal to you. I try to always do so, and am more than happy to apologize if I don't.
 

Sure, you can make them on long rest. What are you gonna do until that?
Use the ones you have.

A quiver is 20 arrows, so even if you didn't have the foresight to have an extra quiver of arrows in the group, 20 arrows should last you the whole day.

Even if you have reached your first extra attack, fights last 3-4 rounds on average. It would be 3 fights before you run out those 20 arrows. Except that you recover about half, and those 10 arrows will be another 2 fights, since you recover half of those you use in fight number 4.

Most of the time, though, you don't hit anywhere near 5 fights before you long rest again and are able to make more arrows.
 

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