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*Pathfinder & Starfinder
A different approach to katanas
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<blockquote data-quote="trav_laney" data-source="post: 3221187" data-attributes="member: 46508"><p>Sounds like a good idea. The name of an item is exactly that - just a name. You should feel free to change them to fit your campaign. The same is true for the names of skills, classes, feats, spells, and monsters...not just equipment.</p><p></p><p></p><p>I see your point, but I also see the point that comrade raoul was trying to make. Yes, D&D is a simulation...and as such, it should be influenced by reality as much as possible to permit a wilfull suspension of disbelief. But it is also a game, and must have rules and balance in order to remain fair and fun for everyone. And nothing kills the fun of a gaming session faster than arguing "fiction vs. reality."</p><p></p><p>As for how physics can diminish the D&D experience, I have a war story to share.</p><p></p><p>In one game, we had a player argue with me for 20 minutes about terminal velocity and falling damage--even using kenimatic equations, estimated air density, and the approximate surface area of his character--to avoid his character taking the damage indicated in the rules. Eventually, I told the player that the rules were written for a reason, and we would be following them as-written. (There's nothing quite like gaming with an engineering student...)</p><p></p><p>Anyway, that was my advice then and it is my advice now. I say, let reality <em>flavor</em> your game...not <em>define</em> it. For every person who wants a game to be as close to reality as possible, there is someone else at the table who wants it to be as far from reality as possible. And on a personal note, from one engineering student to another: If you think it is fun to use kinematics and integral calculus to determine the inertia of your character as he impacts the ground from a free-fall, you should be medicated.</p><p></p><p>But I digress.</p><p></p><p>In my campaign, the katana is just another word for bastard sword. I don't even require it to be masterworked...but a character can certainly purchase a masterworked one if he so desires. If I were going to tweak its crit, I would just make it either x3 <strong>or</strong> 19-20/x2...definately not both. No SRD weapon has a 19-20/x3 crit range...and I'm pretty sure the reason for that is game balance.</p></blockquote><p></p>
[QUOTE="trav_laney, post: 3221187, member: 46508"] Sounds like a good idea. The name of an item is exactly that - just a name. You should feel free to change them to fit your campaign. The same is true for the names of skills, classes, feats, spells, and monsters...not just equipment. I see your point, but I also see the point that comrade raoul was trying to make. Yes, D&D is a simulation...and as such, it should be influenced by reality as much as possible to permit a wilfull suspension of disbelief. But it is also a game, and must have rules and balance in order to remain fair and fun for everyone. And nothing kills the fun of a gaming session faster than arguing "fiction vs. reality." As for how physics can diminish the D&D experience, I have a war story to share. In one game, we had a player argue with me for 20 minutes about terminal velocity and falling damage--even using kenimatic equations, estimated air density, and the approximate surface area of his character--to avoid his character taking the damage indicated in the rules. Eventually, I told the player that the rules were written for a reason, and we would be following them as-written. (There's nothing quite like gaming with an engineering student...) Anyway, that was my advice then and it is my advice now. I say, let reality [I]flavor[/I] your game...not [I]define[/I] it. For every person who wants a game to be as close to reality as possible, there is someone else at the table who wants it to be as far from reality as possible. And on a personal note, from one engineering student to another: If you think it is fun to use kinematics and integral calculus to determine the inertia of your character as he impacts the ground from a free-fall, you should be medicated. But I digress. In my campaign, the katana is just another word for bastard sword. I don't even require it to be masterworked...but a character can certainly purchase a masterworked one if he so desires. If I were going to tweak its crit, I would just make it either x3 [B]or[/B] 19-20/x2...definately not both. No SRD weapon has a 19-20/x3 crit range...and I'm pretty sure the reason for that is game balance. [/QUOTE]
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