D&D 5E Using a quarterstaff one handed?


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Hriston

Dungeon Master of Middle-earth
One-handed use of the quarterstaff represents fighting with a cudgel/walking stick/(non-magical) shillelagh. The problem with breaking this out into its own weapon is as follows:

Club 1d4 light
Cudgel 1d6
Quarterstaff 1d8 two-handed
Greatclub 1d8 two-handed

Instead of the single, versatile weapon that can be used with PAM, now you have two weapons that are identical to two other weapons that already exist. Since the quarterstaff is somewhat prevalent in genre, I think it’s a good move to combine the two weapons to give the quarterstaff its own identity on the weapons list, no matter how artificial that choice is ultimately.
 

As a reminder for all your real world spear-fu logic, hit points are an abstract tracker measuring a lot more than tissue damage. With the exception of massive damage, actual hp loss can only put you to unconscious and risk of death following, not actually kill you.

So, maybe the frenzy meter could be dialed to abstract, not "
*can I stab you with my stick?* levels?

If that is the case then why not make all weapons deal the same damage if its all abstract?
 

In the source, more often than,not, its really the character who determines the effectiveness of the weapon - not the other way around - exception made for the "special weapon" of the heroes journey.

Systems that emulate that often have "class" determine a base damage type (d4, d6, d8, d10) and that can represent strikes with sword, bows, multi-dagger fighting etc. Then the character may get to choose special training/abilities that differentiate them further.

5e tends to take a middle ground. Some differences mechanically but all close enough for style to have its place. Doubt any elf chose warhammer for the pound.

I can live with that explanation. It makes a lot of sense if you think of it that way (style).
However... if you are playing with encumbrance rules and are two pounds over which will the elf choose? Longsword or hammer?
 
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5ekyu

Hero
If that is the case then why not make all weapons deal the same damage if its all abstract?
Actually in some games trying to simulate cinematic styles - its the character not the weapon that determines dmg.

Example

Fighters would do d10s
Wizards and commoners d4

Others in between

Add details.

So whether the fighter d10 was a "honkin' dwarfen battleaxe, an elfin bow or a gondorian broadsword, a pair of savage daggers (if you prefer modern Walther PPK or P90 or 44 magnum) was just "flavor or style" that helps descriptively but arent a tactical damage based decision.

But, more to the point when we get all hot and bothered over whose pretend pointy sticky is sharper... its just too easy to go all the way from "its not that precise" to "make them all the same" and while its a dull comeback to jump to the featureless extreme - most of the games played day after day werk after week arebplayed in the middle ground between "all the ssne" and the other extreme.

So, hey, there is that.

Personally, i got no clue about the anatomy of dragons, ilithids, dwarf, elf, kobold etc to know whether pointy vs cutty vs bouncey are close enough to call it even or not.

Maybe you do? Was it a course?
 


Personally, i got no clue about the anatomy of dragons, ilithids, dwarf, elf, kobold etc to know whether pointy vs cutty vs bouncey are close enough to call it even or not.

Maybe you do? Was it a course?

I have some training. These days there are a lot of excellent video analysis on weapons of all types that you can watch. I find the topic interesting personally.
 




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