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Advice wanted: 3.5 weapon sizing
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<blockquote data-quote="I'm A Banana" data-source="post: 2342774" data-attributes="member: 2067"><p>Only this is easy to keep track of: what size is the critter? Assume weapons are sized appropriate.</p><p></p><p></p><p></p><p>It sounds like the DM and the player are playing games of semantics. The player says it's a dagger because the giant used it like a dagger despite the fact that it's six feet long, the DM says it's a greatsword because it's big despite the fact that the giant used it like a dagger. 3.5 resolves it, and STILL imposes that -4 on the PC because it may be a dagger, but it's a lot bigger than any dagger the mage has used before.</p><p></p><p>This has made my games noticably faster when we're trying to figure out how to divvy up the loot of big enemies, and faster logistics = more fun in those four hours, which makes the rules WELL worthwhile. </p><p></p><p></p><p></p><p>This is probably the happiest medium. The 20 GP isn't a huge issue after the first fiveish levels anyway, so they probably won't notice it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>It is rules-heavy. The idea that Storyteller proposed above is kind of the opposite extreme, and both have their supporters.</p><p></p><p>Another example of an abstract system is just giving each class a damage dice regardless of the weapon. Fighters deal 1d8 damage with a 19-20 crit. Barbarians deal 1d12 damage with a x3 crit. Clerics deal 1d6 damage with a x2 crit. Etc. And then make the special features of weapons just that: the kinds of damage, or bonus to certain kinds of checks, etc. It's what I use in my FFd20 system (whis is more about cinematics than tactics than normal D&D)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2342774, member: 2067"] Only this is easy to keep track of: what size is the critter? Assume weapons are sized appropriate. It sounds like the DM and the player are playing games of semantics. The player says it's a dagger because the giant used it like a dagger despite the fact that it's six feet long, the DM says it's a greatsword because it's big despite the fact that the giant used it like a dagger. 3.5 resolves it, and STILL imposes that -4 on the PC because it may be a dagger, but it's a lot bigger than any dagger the mage has used before. This has made my games noticably faster when we're trying to figure out how to divvy up the loot of big enemies, and faster logistics = more fun in those four hours, which makes the rules WELL worthwhile. This is probably the happiest medium. The 20 GP isn't a huge issue after the first fiveish levels anyway, so they probably won't notice it. :) It is rules-heavy. The idea that Storyteller proposed above is kind of the opposite extreme, and both have their supporters. Another example of an abstract system is just giving each class a damage dice regardless of the weapon. Fighters deal 1d8 damage with a 19-20 crit. Barbarians deal 1d12 damage with a x3 crit. Clerics deal 1d6 damage with a x2 crit. Etc. And then make the special features of weapons just that: the kinds of damage, or bonus to certain kinds of checks, etc. It's what I use in my FFd20 system (whis is more about cinematics than tactics than normal D&D) [/QUOTE]
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