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Community
General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="EzekielRaiden" data-source="post: 9764099" data-attributes="member: 6790260"><p>Really cool and cinematic...<em>for some people</em>.</p><p></p><p>For me, I very much prefer signature weapons that the user develops a bond with, and then grow its abilities through effort, or magic, or augmentation, or training, or exposure to dangerous things, or...etc.</p><p></p><p>Having my weapon break all the time gets extremely tedious. It's the game telling me "no, your fun is bad and wrong and stupid, you don't get to have that fun anymore, you have to find other fun, which you probably won't find for several weeks <em>at best</em>". It's one of the reasons why, despite video game designers <em>constantly</em> trying to shoehorn in "durability" mechanics, video game <em>players</em> almost always remove that s#!t whenever they can. Because it's <em>tedious and annoying</em>, for a lot of people.</p><p></p><p>It is--trivially obviously--not tedious and annoying for a different set of people. That might make it worthwhile to explore as an opt-in mechanic for gamers looking for that kind of experience. If it were done so, it should get just as much playtesting as any other major mechanic, so that it should reliably work well in the majority of situations that groups come across.</p><p></p><p>But making it something everyone has to deal with, all the time? Yeah, that's what leads to what [USER=4348]@GreyLord[/USER] just said.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9764099, member: 6790260"] Really cool and cinematic...[I]for some people[/I]. For me, I very much prefer signature weapons that the user develops a bond with, and then grow its abilities through effort, or magic, or augmentation, or training, or exposure to dangerous things, or...etc. Having my weapon break all the time gets extremely tedious. It's the game telling me "no, your fun is bad and wrong and stupid, you don't get to have that fun anymore, you have to find other fun, which you probably won't find for several weeks [I]at best[/I]". It's one of the reasons why, despite video game designers [I]constantly[/I] trying to shoehorn in "durability" mechanics, video game [I]players[/I] almost always remove that s#!t whenever they can. Because it's [I]tedious and annoying[/I], for a lot of people. It is--trivially obviously--not tedious and annoying for a different set of people. That might make it worthwhile to explore as an opt-in mechanic for gamers looking for that kind of experience. If it were done so, it should get just as much playtesting as any other major mechanic, so that it should reliably work well in the majority of situations that groups come across. But making it something everyone has to deal with, all the time? Yeah, that's what leads to what [USER=4348]@GreyLord[/USER] just said. [/QUOTE]
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Weapons should break left and right
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