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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="Staffan" data-source="post: 9765194" data-attributes="member: 907"><p>I've often expressed a desire for martials to have more resource management. But to me, having a weapon break and then switching to another one is <strong>bad</strong> resource management. It doesn't really add any interesting decision points. It's just a thing that happens, and then you switch from "I hit it with my sword" to "I hit it with my hammer." There might be a sliver of an interesting tradeoff if your choice is between e.g. a weapon that does 2d6 with a 2% chance of of breaking compared to one that deals 3d6 with a 5% chance, but that sounds like unnecessary rolling and math to me. What's more interesting is something like "once per encounter, you can move twice your speed and make an attack against each opponent you move adjacent to at any point during your move" or "once per encounter, strike an opponent and push them 30 ft away. If they hit a wall during this movement, they fall prone and take an additional 2d6 damage. If they hit another opponent, both fall prone and take the damage."</p><p></p><p>Even better if the two (or more) abilities use the same resource, so you'll have to choose which one to use.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9765194, member: 907"] I've often expressed a desire for martials to have more resource management. But to me, having a weapon break and then switching to another one is [B]bad[/B] resource management. It doesn't really add any interesting decision points. It's just a thing that happens, and then you switch from "I hit it with my sword" to "I hit it with my hammer." There might be a sliver of an interesting tradeoff if your choice is between e.g. a weapon that does 2d6 with a 2% chance of of breaking compared to one that deals 3d6 with a 5% chance, but that sounds like unnecessary rolling and math to me. What's more interesting is something like "once per encounter, you can move twice your speed and make an attack against each opponent you move adjacent to at any point during your move" or "once per encounter, strike an opponent and push them 30 ft away. If they hit a wall during this movement, they fall prone and take an additional 2d6 damage. If they hit another opponent, both fall prone and take the damage." Even better if the two (or more) abilities use the same resource, so you'll have to choose which one to use. [/QUOTE]
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Weapons should break left and right
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