Micah Sweet
Level Up & OSR Enthusiast
That game just needed better item repair mechanics.After many hours of having played Zelda: Breath of the Wild, I would not inflict weapon breakage on my players unless we were doing something like Dark Sun.
That game just needed better item repair mechanics.After many hours of having played Zelda: Breath of the Wild, I would not inflict weapon breakage on my players unless we were doing something like Dark Sun.
I would imagine magical weapons would be at least tougher to break. This isn't a serious examination of the question.
I don't understand this.all i have to say about this is
Jury Rigging + Blade of the West + 9 Iron + 9 Iron + 9 Iron + 9 Iron + 9 Iro
I assume that you missed this response of mine before you made this statement?
I miss true Vancian casting sometimes. The current version feels quite soft-serve to me.I have a favorite weapon in Quake, it's the rocket launcher. I also like how Quake as a game is set up, that I'm not going to always have access to the rocket launcher or might want to keep in my back pocket for a quick escape, so I'd better also learn how to use all the other weapons.
Is that bad? Is that the game telling me that my fun is bad and wrong and stupid? Or is it the game making me consider my moves, and manage my ammo and positioning?
Sifu, the best action game in the history of action games, has weapons breaking all the time and it's aggressively fun. Granted, unlike BotW your best weapon in Sifu is your bare fists, but I can certainly see a less kung fu game having a mediocre unbreakable fallback option.
Is it, really? Because the way I see it, most of the time, people pretty quickly realize what weapon + perk combination is the best one, and never reach for anything else. And something is always going to be the best.
I think caster vs martial disparity is overstated, but I'm totally on board with screwing the mages over too. Hate their guts.
Vancian casting where you have to assign specific spells to slots when preparing spells is very similar to what I'm proposing for weapons breaking -- you are often forced to just deal with the hand dealt to you. "Yeah I fireball would be really nice here, but I only have Fly prepared".
Its a hypothetical were you've got some sort of dedicated build and instead of having something that supports that, you get things that are useless to you. You can replace the katana in the example (i'd been playing limbus company, y'see. bamboo hatted kim has hands) with any other weapon. But, yeah, through sheer randomness you can't play your character the way you built them. That's what weapon breakage does.Why wouldn't you be able to use katanas competently? Unless by that you mean with extra bonuses from feats and class features over other weapons?
There is definitely something there. Cool suggestion!That sounds horrible.
What's next; force spellcasters to use a spell focus to cast any spell, including cantrips. Make it so each casting of a spell risks breaking the spell focus. Bonus points if each spell focus it tied to a single spell school.
Generally a game that is themed around survival like that also has rules for making spellcasting less certain. Most games I’ve seen make spellcasters weaker in general, or make spell loss or disruption relatively easy. Shadowdark has you lose spells if they fail, with chance of catastrophic effect on a 1. 1e and 2e…you had to not lose the spell due to an attack first, and heaven help your wizard if you were in melee. Basically, there was some mitigating disadvantage that spellcasters had.Do you also have casters constantly scrounging for spell components? Make that monk risk bruising their knuckles or that cleric's god demanding proper sacrifices or obeisance in order to receive spells? Not a game I would be interested in but the issue is only one type of character having to pay extra to do what their character is supposed to do.
See, at my table we don't have nearly that many fights per day.Just noting that 5+ level, even just a break on a 1 means a fighter will be breaking a weapon every 3-4 fights on average. So on a typical adventuring day, a fighter would expect to lose 1-2 weapons to breakage.