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Weapons should break left and right
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<blockquote data-quote="loverdrive" data-source="post: 9763918" data-attributes="member: 7027139"><p><strong>N.B.: </strong>This has <em>nothing</em> to do with realism. Real life weapons are pretty damn durable <span style="font-size: 12px">(who would've thought, things designed to parry impacts with nasty sharp weapons can withstand impacts of nasty sharp weapons!)</span>. Stop fighting your Hokusai's twenty four views of car dealership inflatable strawmen.</p><p></p><p>This is about switching up gameplay to create varied situation. Whether it's by weapons breakage or buffed "disarm" move is mostly immaterial — the main thing is to make people play each encounter differently.</p><p></p><p><strong>N.B.</strong> see <a href="https://www.enworld.org/threads/weapons-should-break-left-and-right.715486/post-9765228" target="_blank">message #308</a>:</p><p></p><p></p><p>What it says on the tin.</p><p></p><p>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.</p><p></p><p>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 <em>per encounter</em>? 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.</p><p></p><p>It's also really cool and cinematic and whatnot.</p><p>[ATTACH=full]418085[/ATTACH]</p><p></p><p>The way I see it: in Grimwild there's a resource pool system. Basically, for anything consumable, the diceroll is dual purpose, both determining success and resource depletion. Within D&D, you can have, say, a 4d8 longsword, which when rolling for damage with, you take one d8 from this pool. If you roll less than 4, welp, it goes away. Otherwise it stays. When the whole pool dwindles, your sword breaks and you now need another weapon.</p><p></p><p>[HR][/HR]</p><p></p><p>From <a href="https://www.sirlin.net/articles/solvability" target="_blank">David Sirlin, Solvability</a>:</p><p></p><p></p><p>In game design, there's this concept of "donkey space", where you are playing like a donkey (as in, unoptimally) for whatever reason, whether it's for roleplaying, or because better options just aren't available, or to exploit an opponent who is expecting "optimal" play, or because you are a literal donkey. Broadly speaking, the more of the game is happening in this donkey space, the better -- that means the game isn't solved.</p><p></p><p>In this case, the situation is a little different: the suboptimal play is enforced externally, but I think the larger concept still applies.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9763918, member: 7027139"] [B]N.B.: [/B]This has [I]nothing[/I] to do with realism. Real life weapons are pretty damn durable [SIZE=3](who would've thought, things designed to parry impacts with nasty sharp weapons can withstand impacts of nasty sharp weapons!)[/SIZE]. Stop fighting your Hokusai's twenty four views of car dealership inflatable strawmen. This is about switching up gameplay to create varied situation. Whether it's by weapons breakage or buffed "disarm" move is mostly immaterial — the main thing is to make people play each encounter differently. [B]N.B.[/B] see [URL='https://www.enworld.org/threads/weapons-should-break-left-and-right.715486/post-9765228']message #308[/URL]: 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 [I]per encounter[/I]? 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. It's also really cool and cinematic and whatnot. [ATTACH type="full" alt="1759012495830.jpeg"]418085[/ATTACH] The way I see it: in Grimwild there's a resource pool system. Basically, for anything consumable, the diceroll is dual purpose, both determining success and resource depletion. Within D&D, you can have, say, a 4d8 longsword, which when rolling for damage with, you take one d8 from this pool. If you roll less than 4, welp, it goes away. Otherwise it stays. When the whole pool dwindles, your sword breaks and you now need another weapon. [HR][/HR] From [URL='https://www.sirlin.net/articles/solvability']David Sirlin, Solvability[/URL]: In game design, there's this concept of "donkey space", where you are playing like a donkey (as in, unoptimally) for whatever reason, whether it's for roleplaying, or because better options just aren't available, or to exploit an opponent who is expecting "optimal" play, or because you are a literal donkey. Broadly speaking, the more of the game is happening in this donkey space, the better -- that means the game isn't solved. In this case, the situation is a little different: the suboptimal play is enforced externally, but I think the larger concept still applies. [/QUOTE]
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