Grittier Arms and Armor: Enfeebled Equipment

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Diving into my old and new Dark Sun books (as well as replaying Baldur’s Gate) gives me an interesting idea, a weapon property that characters can obtain (BUT DON’T WANT!)

Feeble: “The quality of you weapon has seriously degraded overtime.  Perhaps the materials that crafted for your weapon were either meant to be temporary or not intended for constant stress.  While wielding this weapon, targets have resistance to its damage.  Targets that have resistance to non-magical weapons are immune to attacks from this weapon.  Furthermore, rolling a Natural 1 on the die destroys this weapon.  In addition, armor with the feeble property grants -1 AC penalty upon any armor above leather.  If a target scores a natural 20 against your armor, it shatters.  However, if either the target or attacker is wielding a feeble weapon and the other has feeble armor, this quality is ignored.  However, the Nat 1/Nat 20 rule still applies.”

Now, this is pretty damn harsh!  How would it be applicable?  Perhaps a recreation of the Iron Crisis/Bhaalspawn saga would work for this?  Maybe the majority of weapons in Athas would carry this trait (considering they’re mostly made of rock and bone, something I can’t imagine taking too much abuse before breaking.)

On top of that, I’d probably replace the Rust Monster’s ability with the ability to make weapons feeble.  Furthermore, if it attacks a feeble weapon, it is automatically destroyed.  5E Rust Monsters are a lot more intimidating than their 4E counterparts, but they’re still not scary.  To be fair, the Tarrasque needs some fun buffs as well.

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Grittier Second Wind: Warriors Don’t Regenerate Meat

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“Tis but a scratch!”
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DISCLAIMER:  Neither the title nor these gaming contents are made to intentionally make fun of anyone’s preferred playstyle or gaming interests.  The title itself is parody of angry rants on message boards.  The mechanics are meant as alternative to what’s available.  Enjoy!
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Here’s some alternatives to the Fighter’s Second Wind mechanic, for people (like me) who’d rather replace it with something else.  Enjoy!

  1. Pain Mastery – Gain advantage on all attacks and strength and constitution checks and saving throws until the start of your next turn. Suffer fighter level damage.  This damage cannot be reduced.  Gain 10 + fighter level temporary HP.  If you take damage these temporary HP are lost first and they go away after 5 minutes.  1/ Short Rest
  2. Intensive Training – Gain 6 (1d10) + Con Level bonus Maximum HP at1st level
  3. Healing Resolve – 1/Short Rest – Gain 1d10 + Con HP when healed by someone else
  4. Second Temp – Fighter gains Temp HP instead.  Possibly make it so it DOESN’T exceed Fighter’s maximum HP.
  5. Damage Resistance – 1/Short rest, Subtract Con Mod from Bludgeoning/Slashing/Piercing damage for 1 round.  This DOES stack with Heavy Armor Mastery.
  6. ALT Resistance – 1/Short Rest, use Second Wind to gain Resistance against the next attack to hit you.
  7. Parry – 1/Short Rest, use a reaction to deduct 1d10+Level damage from an attack.
  8. Incredible Resilience – You gain an extra d10+Level HP when taking a short rest (or long rest, if using a variant healing rule set).  You do not have to spend a hit die when using this ability, but you still can on top of HP gained from the ability.

Source – Monty Python and the Holy Grail