Jacob Lewis
Ye Olde GM
I find the damage dice are probably the most boring aspect for defining a weapon quality. And yet, it is the primary characteristic that we all look at because it is the most basic and direct measure used for determining the quality of what is considered to be the most important piece of adventuring equipment for D&D. The thing is, the dice doesn't guarantee the effectiveness of the weapon used. It only offers the potential to achieve a greater result.
Fact is, that d12 greataxe isn't any more dangerous than a dagger if you don't roll higher than 4 on a hit. That is unless you take certain abilities or feats that allow your particular character to handle certain weapons better than others. But that says more about the character's identity and specialization, not the weapon itself.
If it were up to me, and I were designing weapons from the ground up with the goal of making their damage output the significant factor, I would make only two changes: d10 becomes (2 + 1d8), and d12/2d6 become (4 + 1d8). If you're swinging a heavy weapon, you're not lightly jabbing at something like a dagger.
The other option is to create more interesting dynamics with weapon properties and qualities. But this becomes more detailed and complicated, which works against the 5e design. So it may be best reserved for other systems looking to create a more detailed or tactical style of play.
Fact is, that d12 greataxe isn't any more dangerous than a dagger if you don't roll higher than 4 on a hit. That is unless you take certain abilities or feats that allow your particular character to handle certain weapons better than others. But that says more about the character's identity and specialization, not the weapon itself.
If it were up to me, and I were designing weapons from the ground up with the goal of making their damage output the significant factor, I would make only two changes: d10 becomes (2 + 1d8), and d12/2d6 become (4 + 1d8). If you're swinging a heavy weapon, you're not lightly jabbing at something like a dagger.
The other option is to create more interesting dynamics with weapon properties and qualities. But this becomes more detailed and complicated, which works against the 5e design. So it may be best reserved for other systems looking to create a more detailed or tactical style of play.