The group I DM for my hombrew game love to loot anything and everything that isn't nailed down. However, this makes it hard to give bosses cool/powerful weapons without them taking it and breaking the game. I've tried counteracting this by having them fight mostly magic users and monsters that use claws or fangs. It feels cheap though to just tell them "you can't have this because reasons" or having the weapon miraculously break after the fight. Any ideas on how to avoid this problem?
You could look for weapons that you know they’re not proficient in! I’m gonna try to cover as many weapons as possible, if this doesn’t help please feel free to send me specific weapons you wanted to use. Today, a week from now, a month, etc. I hope this helps! <3
Giant weapon: Literally too big to use/hold. You can take it, but you move at speed 10.
Smaller hand held weapon: It burns, its almost unbearable. 1d6 damage every time you pick it up. [e.g. if they put it in a sheath and take it out, 1d6 damage]
The item has a spell cast on it to return to its wielder, even in death. Its powerful enough to drag the player holding it back by 10 feet whenever they move away from it.
The weapon is sentient, and had a symbiotic relationship with the enemy. Your players have nothing to give, so it doesn’t want to work with them.
Book or wooden weapon: The enemy makes his items bursts into flames when he knows its over.
The items great power came from the enemy, once he’s gone the item returns to normal stats. [e.g. amputation knife cuts off limbs, limbs become under control of enemy and does 1d10 damage. but in your party’s possession, it just does 1d4 slashing]
Bow: The string snapped. its replaceable, but the string is what gave it its power. Unfortunate. Looks beautiful, though!
Whip: Spikes found along the whip were grown by the witch, who is since dead. With no spikes, it does less damage.
Ammunition: Looks like its already been used…twice? Its dangerous to reuse it. You can, but its not recommended.