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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="M_Natas" data-source="post: 9770005" data-attributes="member: 7025918"><p>For a grittier game than D&D, I would see weapons braking as something cool. Also Spells back firing for Spellcasters (like in DCC) would be cool.</p><p>But you would loose probably 90% of the D&D player base if you implement that in like 6e or 5.75e.</p><p>But for a gritty game you would also track ressources like food, Spell casting components, arrows, because in a gritty game ressource attrition is paramount to the feel of grittyness. Gritty (at least in my book) always includes scarcetiy.</p><p>And that is hard to do in 5e with it's "get everything you spend back after a long rest"-mechanic.</p><p></p><p>So it would need to be a completely different game.</p><p></p><p>Unless you put it in as a fun option of giving players a choice:</p><p></p><ul> <li data-xf-list-type="ul">You can overcharge that spell, but that gives it a chance to backfire.</li> <li data-xf-list-type="ul">You can try to do extra damage, but it could break your weapon.</li> </ul><p></p><p>Mechanics that are playerchoice driven. </p><p></p><p>Than players who want to play it safe, can do that and players who want to risk it, can do that, too. That way, also simple encounters for a Level 10 party like an Orc Warband don't risk breaking stuff and the risky stuff is reserved for the high risk.fights were a gamble of "I try to hit extra hard, risking to break my family heirloom, at the chance to kill Vecna!"</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9770005, member: 7025918"] For a grittier game than D&D, I would see weapons braking as something cool. Also Spells back firing for Spellcasters (like in DCC) would be cool. But you would loose probably 90% of the D&D player base if you implement that in like 6e or 5.75e. But for a gritty game you would also track ressources like food, Spell casting components, arrows, because in a gritty game ressource attrition is paramount to the feel of grittyness. Gritty (at least in my book) always includes scarcetiy. And that is hard to do in 5e with it's "get everything you spend back after a long rest"-mechanic. So it would need to be a completely different game. Unless you put it in as a fun option of giving players a choice: [LIST] [*]You can overcharge that spell, but that gives it a chance to backfire. [*]You can try to do extra damage, but it could break your weapon. [/LIST] Mechanics that are playerchoice driven. Than players who want to play it safe, can do that and players who want to risk it, can do that, too. That way, also simple encounters for a Level 10 party like an Orc Warband don't risk breaking stuff and the risky stuff is reserved for the high risk.fights were a gamble of "I try to hit extra hard, risking to break my family heirloom, at the chance to kill Vecna!" [/QUOTE]
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