You have to be careful about that though, because very quickly you run into the same issues we had before where there are only a few ideal weapon choices and no player would touch anything else.
The problem is without the weapon's damage bonus keeping up relevance as a percentage the shield's persistent contribution (+1 AC vs. Flat Math) makes all the two-handed melee weapons a trap-choice for character's with shield proficiency at higher levels right now.
I would also add that I'd like to see some specialties and maneuvers that require certain types of weapons. So, if you want to play a glaive specialist, you start with the polearm specialty, and take a maneuver (or sub in a feat) that works with slashing weapons. I think this is the sort of thing I'd hope to find in a fighter splat book. (Hopefully, a fighter splat book that is released a healthy amount of time after the original rulebooks, with plenty of time for playtesting...)
And, although I like all this detail, I'd also like to see a "simple weapons" module where all of these properties are simplified away and the difference between a longsword and a battleaxe is largely non-mechanical.
I can't find a single part of these ideas that I don't like.
Again, that's fine for some playstyles, but not everyone wants a whip-wielding dude to be all that effective in their game.
If it's not my own character then 99% of the time in such a situation I'm being way too much of a busy-body trying to tell them what they can and can't play based on my own tastes - regardless of whether my role in player or DM at the given table.
There are all kinds of realism issues- how does a whip hurt a man in full plate?
Once I realized the appeal to Realism is a red herring it's was a moot point. They hurt men in full plate pretty much the same way Long Swords do in reality - by tripping them so you can get a dagger past their gorget or rip off their helmet and cut their throat / bash their brains out / strangle them to death. In reality long swords can't cut a man in full plate, or even chain mail with a proper helmet, footwear, and gauntlets. We only hand-waive these things in D&D because the general consensus is that hitting people in armor with swords makes for dramatic and cool fantasy combat.
What about a monster with thick hide? What about an earth elemental?- that some groups find detract from their experience.
If an entire table wants to, as a collective, start pruning the weapons tree for their table to accommodate their specific taste in fantasy tropes that's certainly an option.
Likewise, some groups think the big burly fighter guy who chooses to use a short sword for no reason when obviously superior weapons like the long sword are available ought to be inferior to those who use said superior weapons.
The Long Sword isn't superior to the Short Sword. The Short Sword does slightly less damage, does piercing damage, and is a light weapon. It's actually perfectly balanced, IMO. If the character in question doesn't pick a fighting style that fully utilizes the strengths of his weapon of choice despite the weapon being objectively balanced (or at least close to the mark) I'm not seeing a problem.
I don't want the game to encourage the kind of player entitlement that 3e and 4e did vis-a-vis magic weapons.
Thankfully, DNDNext treats magic items as optional, not requirements baked into the math.
The whole idea of tailoring loot to the party utterly and absolutely fails in a sandbox style game.
I disagree in the overall, but it's certainly the table's prerogative, as a collective, to play in a world where unique assumptions and challenges are part of the fun they want to have.
Heck, it's even the individual player's prerogative in a game where items are entirely fungible. If part of your shtick is using the next best thing to come along regardless of form or function that's awesome. I've played and run games for characters of both kinds.
The point is that the game's core mechanics shouldn't hinder those options out of the gate. They shouldn't make generalists or specialists objectively weaker or stronger in absolute terms - even indirectly.
mlund, you make it sound like not having your chosen weapon automatically spoils the fun.
No. I think arbitrarily denying players the ability to use their weapon of choice outside of a situational challenge is a sign of poor design decision. I may make characters jump through an adventure hoop or two to get where they want to go, but shoving things at
unwilling players and saying, "Take it and like it," strikes me as juvenile so I keep it out of my games.
- Marty Lund