Balesir
Adventurer
I think it's interesting, too, to mull over why it's "not likely to happen". Unpacking it a bit:In D&D abstraction, as we understand in the more modern versions, we should probably have the damage dice be the same. That is not likely to happen.
- We say "it won't happen" because we can't imagine the designers making the decision and sticking to it
- The likely vector preventing them doing so seems likely to be player reaction; it would be a very unpopular move
- My intuition is that mostly the different damage levels are ways for the players to skew the probabilities of the systems to suit their own preferences - to "win" (for a player-selected value of "win")
In other words, I think the wish to have different weapon damage expressions is a "gamist" one. Which brings me to point two...
I think styles of gaming, in all their several dimensions/axes, are a bit like motivations and values. What I mean here is the difference between a Value, which is something that we believe to be right through rationality, upbringing or faith, and a Motivation, which is something that actually excites us and drives us to act. People will often be open and vocal about and in support of their Values, but Motivations can be a very private, very hidden affair - possibly even denied internally by the holder of the Motivations.
Claiming things about peoples' motivations is unwise for two reasons: (1) the inferences we make about motivations are often wrong, and (2) motivations are often felt to be an intensely private place, prying into which is a serious invasion of person.
What should, ideally, drive design is player motivation; but the sensitivity and difficulty of detection of that will inevitably, I think, make all these discussions, to some extent, a case of "groping in the dark".