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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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<blockquote data-quote="Tsuga C" data-source="post: 5918832" data-attributes="member: 17436"><p>Realistic weights for arms (two-handed swords do NOT weigh 25lbs), weapons speeds, and to-hit adjustments need to be included in order to emphasize their respective opportunity costs. As a 1E DM I saw players routinely drift toward the heavy-damage weapons until I started mandating that weapons speeds and to-hit adjustments would be a mandatory part of play. At that point, a number of the players realized that the free ride was over and that there was going to be a serious initiative penalty to some of their favorite arms, so no longer was everyone going to have a two-handed sword or an over-sized battleaxe. Striking first often makes a big difference in melee, after all.</p></blockquote><p></p>
[QUOTE="Tsuga C, post: 5918832, member: 17436"] Realistic weights for arms (two-handed swords do NOT weigh 25lbs), weapons speeds, and to-hit adjustments need to be included in order to emphasize their respective opportunity costs. As a 1E DM I saw players routinely drift toward the heavy-damage weapons until I started mandating that weapons speeds and to-hit adjustments would be a mandatory part of play. At that point, a number of the players realized that the free ride was over and that there was going to be a serious initiative penalty to some of their favorite arms, so no longer was everyone going to have a two-handed sword or an over-sized battleaxe. Striking first often makes a big difference in melee, after all. [/QUOTE]
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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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