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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7077421" data-attributes="member: 6778044"><p>I agree with this. For many reasons. I can go either way on the size of the list. But my interest isn't in designing a game per se, it's that the rules will support the activity in the game world. Some people are armed with a knife. Orcs and goblins aren't great weapon smiths, and their weapons are worse than human, and in general the best elven and dwarven smiths exceed their human counterparts.</p><p></p><p>The way the 5e list is designed is just large enough to show that you can rename a weapon that does the same type of attack and damage, and you're good to go. I do like the idea that certain weapons have additional abilities that can be learned with special training (a feat). So the specialized polearms, etc.</p><p></p><p>Particular weapons and armor are regional in my campaign. The small village that serves as the primary center of the campaign has two smiths, with limitations on what types of armor they can make. The same thing applies to weapons. Being in a fairly remote location (which is changing), has a big impact on that too. Other types of armor and weapons will be available as time goes on, but they won't necessarily be cheap or easy to come by. There's also a question of proficiency.</p><p></p><p>We also modified the way armor works, which makes it much better. Which also means that the historical weapons that were designed to counter armor also come into play. </p><p></p><p>But most of the time, the standard list of weapons is just fine and covers things pretty well.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7077421, member: 6778044"] I agree with this. For many reasons. I can go either way on the size of the list. But my interest isn't in designing a game per se, it's that the rules will support the activity in the game world. Some people are armed with a knife. Orcs and goblins aren't great weapon smiths, and their weapons are worse than human, and in general the best elven and dwarven smiths exceed their human counterparts. The way the 5e list is designed is just large enough to show that you can rename a weapon that does the same type of attack and damage, and you're good to go. I do like the idea that certain weapons have additional abilities that can be learned with special training (a feat). So the specialized polearms, etc. Particular weapons and armor are regional in my campaign. The small village that serves as the primary center of the campaign has two smiths, with limitations on what types of armor they can make. The same thing applies to weapons. Being in a fairly remote location (which is changing), has a big impact on that too. Other types of armor and weapons will be available as time goes on, but they won't necessarily be cheap or easy to come by. There's also a question of proficiency. We also modified the way armor works, which makes it much better. Which also means that the historical weapons that were designed to counter armor also come into play. But most of the time, the standard list of weapons is just fine and covers things pretty well. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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