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<blockquote data-quote="AbdulAlhazred" data-source="post: 5616452" data-attributes="member: 82106"><p>I agree as well, but there is a problem there. If a weapon doesn't correspond to something in the real world then I can't visualize what it is or how it works. Most players also work mostly on their knowledge of how things actually do work and not whatever arbitrary attributes the game may assign to things.</p><p></p><p>I'm not particularly interested in simulation for the sake of simulation or anything like that. The problem is when you create a detailed list of weapons with a variety of slightly different performance and utility and that list is entirely divorced from reality then it is just confusing and arbitrary. It would be FAR better to simply understand that 4e mechanics are fairly abstract and it isn't practical to make them reflect all the real world subtle trade-offs between weapon types. Thus the logical and superior solution would be to simply let them be abstract. So perhaps 'club like weapons' (group them in 'mace' or 'bludgeon' or whatever) do a bit more damage, light blades allow for quick accurate use, heavy blades provide other advantages, etc, give them a few characteristic names and call it a day. So you just don't need 6 different kinds of sword, 4 different kinds of spear, etc. Anyway, it is a discussion that bears little on the current topic at this point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5616452, member: 82106"] I agree as well, but there is a problem there. If a weapon doesn't correspond to something in the real world then I can't visualize what it is or how it works. Most players also work mostly on their knowledge of how things actually do work and not whatever arbitrary attributes the game may assign to things. I'm not particularly interested in simulation for the sake of simulation or anything like that. The problem is when you create a detailed list of weapons with a variety of slightly different performance and utility and that list is entirely divorced from reality then it is just confusing and arbitrary. It would be FAR better to simply understand that 4e mechanics are fairly abstract and it isn't practical to make them reflect all the real world subtle trade-offs between weapon types. Thus the logical and superior solution would be to simply let them be abstract. So perhaps 'club like weapons' (group them in 'mace' or 'bludgeon' or whatever) do a bit more damage, light blades allow for quick accurate use, heavy blades provide other advantages, etc, give them a few characteristic names and call it a day. So you just don't need 6 different kinds of sword, 4 different kinds of spear, etc. Anyway, it is a discussion that bears little on the current topic at this point. [/QUOTE]
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