ç i p h é r wrote:1. Because you'd be voting on something that isn't defined.
Id have thought a poll asking "Do you think we should have a weapons breakage system in ALFA2?" is a pretty clear question to ask people.
It's much easier to fit things in if we plan for a later addition (create hooks) than to do a retrofit of existing work. There are many great examples of this, the AI being one of them. The authors recognized that there would likely be a need to extend and customize the system beyond their vision/needs by those who adopt their work. We need to have much the same mentality here if we want to issue a community release.
Why waste time planning to fit weapons breakage in if a community poll tells you its a hated 'feature' that isnt wanted in ALFA? Seems our time could be better spent on planning and discussing things we as a community actually want instead of what we dont want.
Overfilled Cup wrote:It would be a new feature and one that has detractors already. Best to spend our energies on what we know is mandatory. The discussion is healthy though.
It would actually be a returning feature, which is why the current detractors are, for the most part, older ALFAns, that were here for our last weapons breakage system. Cannot agree more with the bolded sentence though.
Swift - it makes no sense to run a poll without defining *exactly* what options we are discussing. To get that, we need a discussion. Most of us will oppose a strictly random %. Many oppose the need to beat on an anvil for as many minutes as they spent beating on mobs. Tech opposes unique variables on each item. If we can balance all this out, we may find a workable system or two. Until we have that, a poll will only serve to derail the discussion.
"Weapon Breakage" is not listed as a core system and it's probably on the short list of features to sacrifice if we're behind schedule. Most of the core system content that can be discussed has been discussed already (see the locked threads on this forum), but we still need to discuss all the other feature requests on that list and define their scope. Perhaps I'm mistaken, but that's what I believe is the path toward progress, which is something I think ALFA desperately needs. So, let's not dwell on priority anymore. We're universally in agreement.
Also, let me just say while that list is not final (or binding) and things may be added, removed, or just moved around over time (via polling or Admin request), what we develop is not just a function of our needs but also a function how much leadership we want to exhibit in the NWN community, in that order of priority. I personally would enjoy seeing ALFA become a key contributor of system content much like the DLA is a key contributor of modeling content, but that is dependent on a good many things out of my control.
I did a quick scan and noticed that no one suggested the following;
If at a certain point, the weapon or armor collective wear and tear interger reaches a certain value, a message can be sent to the PC so they know that their equipment is getting worn down. Add on to the server a few new spells from PHB 3.5;
Mending (transmutation)
Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Removes a small amount of the wear and tear effects.
Make Whole (transmutation)
Clr 2
Removes all effects of wear and tear or fixes broken equipment.
Of course, on the flip side, you could add;
Rusting Grasp (transmutation)
Drd 4
Increases significantly the weapon/armor breakage.
There might be a few more spells I forgot that could effect the weapon/armor wear and tear or breakage, either good or bad, or even the effects from rust monsters.
Thanks for the comments. It's interesting to see cantrips for repairing wear and tear. I never noticed them before.
However, this likely doesn't change the fundamental issue raised against weapon breakage by some here, which is that weapon breakage is simply too "simulationist" for many gamer's appetites.
Good to note nonetheless if we ever get around to developing something worthwhile.
It doesn't change the challenge for the melee classes, which is really the group this system is aimed at. All it does is add one more way in which their items can be repaired.
Pretty much all fighter type PC's are multiclassed on ALFA. The single-classed ones are the spellcasters. It ends up being a pointless system as a result.
ç i p h é r wrote:Saying it sucks provides no useful feedback so save that for the philosophical debate when it comes time to have it.
There is no useful feedback. It just sucks. Going through 3 bastard swords in a week when you can't buy bastard swords on your server and then you have to travel to Waterdeep to get it customised all because you get a few critical misses in what is a high combat world in comparision to PnP doesn't enhance roleplay, it just serves to get on people's nerves. Ask Cynon about that.
Lol just browsing and saw this
Ha i stopped playing on TLR for a while until they made me a plot marked Bastard sword cos I was loosing my mental.
Weapon breakage is so infuriating that it will make everyone play wizards.
Of course we do! The world would be a better place if everyone only played wizards or bards! Or wizards multiclassed as bards! Or for a real change, a bard multiclassed as a wizard!
Only add in weapon breakage if you somehow put in a full sundering system. Otherwise it is pretty chumpy, and inconsistant with pnp, and doesn't add any 'fun' to the game.
If you add in a sundering system, then I am all for it.
Meebu Nalfinksder Woohoo IV: Hey boss. . remember that time when we fought those undead firebreathing sheep?
Kric Bendt: . . . .
Kric Bendt: bahh
Meebu Nalfinksder Woohoo IV: Exactly boss!
fade wrote:Only add in weapon breakage if you somehow put in a full sundering system. Otherwise it is pretty chumpy, and inconsistant with pnp, and doesn't add any 'fun' to the game.
If you add in a sundering system, then I am all for it.
+1
Mundane weapon breakage (aprat from sundering and magical attack) isn't part of D&D core rules.....and I personally hate it.....which should be enough to end all discussion
My fighters and barbs were big and strong and had an array of weapons. His battleaxe broke so he picked up a greataxe from the previous orc he killed or drew the notched bastard sword from his back and kept on swinging.
THe poncy little elven thief next to me broke his and had to run and hide as he had no weapons to fall back on.
Made strength valuable which i like.
Although it happened a little too often so some of my mates...never to me.
If there could be some gradual wear and tear that would be good. Also a good money sink (ie costs a lot to 'fix' a magic sword)...but then i dont think we could do that.
If a % was going to be used i'd say maybe 0.5% chance of breakage or something like that.
Weapon and armor damage is just beyond the scope of what people want to deal with. In whatever form, it was pretty unpopular, and we do need to think how well it is received.
We are an RP community, lets just trust people to RP it if they feel the need. Alot of people feel passionately about that. Lets NOT pick an optiomn we know a large number of people, majority or minority, really dislike. The other option... well, we lived without it for years. We can just keep living without it.
We already have to micromanage so many other things, that it impacts on the fun for alot of people. We don't need more. Its not really a DnD thing, it shouldn't be an ALFA thing. Last time it was tried, folks disliked it. Yeah, we might be able to do it better, but it adds little compared to the pain in the arse factor. If its done realistically, mend spells will remove alot of the impact, so whats the gain?
It probably could have been fixed originally, but frankly alot of us were just happy to see it go.
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