jasper
Rotten DM
And slamming back his Pabst Blue Ribbon, Karl Katana!KATANAS WOULD BE WINNING EVERYTHING, EVER!!!111!!!!!!!
And slamming back his Pabst Blue Ribbon, Karl Katana!KATANAS WOULD BE WINNING EVERYTHING, EVER!!!111!!!!!!!
I never said "cutting mat" because I don't know what a "cutting mat" is. I said sticks or barrels or hay or something. I don't remember, and it doesn't matter.Sorry, I don't buy your goal post shifting. You said take various swords and go at a cutting mat and see how deeper they cut. For one, you can't *see* in game. It's all pretend. There's nothing there to physically look at so your statement makes no sense for an in game only context. Your language suggests examing real life examples.
Give your in-game scimitar to the little child with good balance though, and it'll cut much deeper into the tree than your longsword swings though.In-game. Take your in-game long-sword out to an in-game tree, and hack at it. Then repeat the process with your in-game scimitar. The long-sword will cut deeper, because of the in-game reality which corresponds to dealing more damage.
I never said "cutting mat" because I don't know what a "cutting mat" is. I said sticks or barrels or hay or something. I don't remember, and it doesn't matter.
The in-game reality is that damage corresponds to damage. If you hit something and do a lot of damage, then it is physically deformed more than if you hit and deal less damage. This is what the DM will describe that your character sees when they perform these actions. If your DM does not describe it in this way, then your experience is so far removed that we have no common ground for discussion, and I would ask you to kindly stop replying to my posts.
Everything in the real world is quantifiable, because the real world operates on math at a fundamental level. Most of the time, we're unaware of the math, because it's easier to categorize it qualitatively.This all relies on such awareness of the game mechanics on the part of the characters....some of which is observable, yes, but quantifiable? Not sure.
Everything in the real world is quantifiable, because the real world operates on math at a fundamental level. Most of the time, we're unaware of the math, because it's easier to categorize it qualitatively.
The game world works the same way. You look at a wound, and you can see that it's really bad or not so bad, but you don't need to assign it a number to know what your in-game response is going to be. You qualitatively throw the appropriate amount of healing mojo, based on your qualitative assessment of how bad it is. You swing a sword and it causes a wound of some sort, with the severity depending on the location of the hit and how hard you can swing it, along with the basic properties of the weapon.
But given that knowledge as a base, you have enough information to tell that a long-sword hits harder than a scimitar when wielded in the same way. Where you hit is still a factor, of course, and that's out of your control during a fight (represented by the roll of the damage die); but over the course of several swings, the long-sword will average wounds of greater severity than the scimitar. The characters don't need to see the numbers, because they can see the actual in-game effect; the number is just for our benefit, so the DM doesn't have to explain the in-game difference between a 7-point wound and an 8-point wound in order for us, the players to understand what the characters can see with their own eyes.
Your example seems backward to me. The bard isn't making any obvious mistakes, the way that the fighter is. I mean, your health isn't exactly something you can control, and they're making the smart move by going into a support role that doesn't involve front-line combat. You can't exactly blame the character for not being born a dwarf, after all.
To contrast, the fighter is choosing the objectively inferior weapon for her fighting style, because... sentimental value? She basically sounds like the guy who uses a katana because he thinks it's cool, which is always a good way of identifying someone who has no idea what they're doing.
It sounds to me like you're looking at it from the character's point of view. Right? That these are the decisions of the character?
But I took [MENTION=23]Ancalagon[/MENTION] to be describing things as the decisions of the player playing the game.
Looking at it that way, one does have control over one's health. And for a character, why would a scimitar be suboptimal compared to another weapon? A character would be unaware of their damage output as a numerical statistic.
So the choices are being made made by the player in the examples given, and it's through that lens that we'd be viewing their effectiveness.