Brother MacLaren said:
I do agree that "doing less damage" should not normally feel like a punishment or penalty if there really is a valid in-character reason for accepting such a disadvantage. That said, there are times when the difference is so huge that it really will feel that way - the entire party could die because you fail to drop the BBEG when you have your chance. Axe-vs-sword is relatively minor, but a much larger issue in 2E was the two-weapon style versus any other style. If you weren't using two weapons, you weren't keeping up with the rest of the party and you could quite well be the reason why the party loses a battle. So 2-weapon style became The Best Option and no intelligent PC did without it. Boring.
Yep. Similar situation in the games i ran. But it was easily fixed not by making axes unlike real-world axes (in comparison to swords), or by changing two-weapon fighting (i didn't know it at the time, but it probably should've been changed to be more realistic), but rather by making shields more like real-world shields. Specifically, i changed them to improve AC by 1 (buckler) to 4 (tower shield) points, rather than just 1, and shields became
important, much like in RL. In short, since the various weapon choices had strengths and weaknesses in RL, i think it's better to try and mimic those, rather than introduce artificial balancing mechanisms. Frex, back to the ax-vs-sword thing: in RL, one of the big advantages of the ax is in armor penetration. AD&D2 had a mechanism for this, with the modifications to AC based on piercing/slashing/bludgeoning, and, IME, their use was trivially easy in practice:
GM: she charges at you and swings with her pick. what's your AC?
player: <knows a pick is piercing, so looks at the pre-calced "Piercing" blank for AC> 4
I'm really disappointed that bit was dropped in D&D3E, because it added a lot of verisimillitude, at the cost of almost zero effort. And it was easily ignored without breaking or skewing the system, if you didn't want the extra detail--just use the "normal" AC (ditto for attacks that had nothing to do with weapon type, like ranged energy spells)
I'm NOT saying that all weapons or tactics should be equal. I haven't argued for making the club or short sword do more damage. But, my opinion is that the longsword should not be automatically superior to the axe, the flail, or the warhammer - all of these weapons continued to be used throughout the Middle Ages and so were presumably NOT visibly inferior to the sword. Granted, some had strengths against mail, plate, or shields, but I think 3E has done a very good job of balancing these options while keeping things simple. Better than 2E did.
Can you articulate how it is better? Do you mean more realistic, or simpler mechanics? Because it seems like at least one axis of comparison (difference of piercing/bludgeoning/slashing vs. armors) was tossed out, and the only thing added in (different crits) addresses a distinctly different issue, and isn't necessarily any simpler. From my POV, they're different, with neither one doing a better job, overall, of modeling weapons--2nd ed is missing the fact that a good blow with a piercing weapon is devastating, while 3E is missing the fact that a sword kinda bounces off plate armor.