Fragile Weapons (3.5e Variant Rule)

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If you actually want a variant rule by this name, please move this page to Fragile Weapons, Havvy (3.5e Variant Rule) and remove this notice.

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Author: Havvy (talk)
Date Created: April 1st, 2011
Status: Tomfoolery
Editing: Clarity edits only please
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In real life, weapons break from use. This doesn't happen in D&D. This is wrong, and should be fixed. Thus, in the interests of realism, I give you the following variant rule. It is based on the notion that force in equals force out.

Fragile Weapons[edit]

Whenever a weapon does damage to a creature or object, it also does that damage to itself, potentially breaking. Other than the magical enhancement bonus to damage and from magical properties and force damage, magical enhancement damage does not damage the weapon itself.

Crafting Rules Fixes[edit]

The crafting rules can also be fixed with this variant!

Craft metalworking, woodworking, or whatever type of material the weapon is can be used to repair a weapon broken by this rule, unless it is magical. Then you have to use Craft Magic Arms and Armor spending 1/25 the weapon's price in experience. A mend spell will also repair any weapon that broke by this rule, at no experience cost.


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Havvy's Homebrew (191 Articles)
Havvyv
AuthorHavvy +
Identifier3.5e Variant Rule +
RatingUndiscussed +
Summary[April Fools] Weapons break when you get really good damage rolls. +
TitleFragile Weapons +