I think some people find that attractive. The choice becomes an affectation or a signature rather than an optimized tool. Though the simulationist in me cries at the idea, I can see its attraction and feel its pull.
That's odd to me, Bill. If someone wanted to "simulate" reality, you would think that any weapon to the neck would have a chance of killing someone.
If I stab you in the throat with a dagger or if I hit you in the neck with a sword, I would think they are very similar in terms of odds of you dying.
But, yes, having all weapons deal the same damage means that I can wield a shortsword or mace or any other weapon and not feel like I have to wield the most "optimized" weapon for damage purposes. I can flavor my character in any way.
Secondly, we can differentiate weapons with other mechanics besides damage. The hammer can have devastating blows that push you back, the dagger can be hidden and get bonuses to attacks from surprise, the mace can break bones and splinter shields, the greatsword and do massive damage on a crit, or ... whatever. The specific mechanics aren't the point.
The point is, I think it's hilarious how people dismiss stuff out of hand simply because it's something different from what they know.
Take a look at Dungeon World, which gives all the same damage for each weapon, but it's based on your martial prowess (class). A wizard can use a longsword, but he's not as effective with it and so only does d4 damage. While the fighter is far more capable and can deal d8 with it.
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