Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Weapons (MERGE)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TwinBahamut" data-source="post: 4207766" data-attributes="member: 32536"><p>I don't really agree with this logic... First, you really need to split hairs in order to create these definitions. Second, I don't agree that they are necessarily "common" conceptions.</p><p></p><p>First, I do agree that the flail deserves to be something different, simply because it has a chain. Actually, I would almost prefer it if it were the 'Whip" or "Chain" category, and flails in particular used both "Mace" and "Chain" as its group. At the very least, I would prefer to describe an videogame-style Snake Sword as a Light Blade/Chain rather than a Light Blade/Flail...</p><p></p><p>Getting to my main point... Even in your distinction, the difference between Maces and Hammers is neither logical or consistent. Why should hammers be "heavy" and maces be "light" when normal nail-hitting hammers are common and lightweight and maces can often be very heavy and large? Further, why should weight be the distinguishing factor for hammers and maces when axes can easily vary from small throwing axes to very heavy great-axes?</p><p></p><p>Another question is why should maces, picks, and axes be differentiated based on the kind of damage they inflict, when rapiers, knives, and broadswords all count as "Blades" even though their specific use and method of inflicting harm can vary so widely?</p><p></p><p>Fundamentally, warhammers, military picks, and maces all share the same combat function: ripping apart or punching through armor. I really don't quite see why they would need to be differentiated on a mechanical level. I can possibly see axes being used in a different manner, but I don't see why you would use different powers depending on whether you were using a mace or a hammer.</p><p></p><p>As I said before, I really like the idea of weapon groups and how they are going to be used in 4E, but this implementation just seems a bit clunky, even to a guy like me whose main familiarity with different kinds of weapon comes mostly from videogames.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4207766, member: 32536"] I don't really agree with this logic... First, you really need to split hairs in order to create these definitions. Second, I don't agree that they are necessarily "common" conceptions. First, I do agree that the flail deserves to be something different, simply because it has a chain. Actually, I would almost prefer it if it were the 'Whip" or "Chain" category, and flails in particular used both "Mace" and "Chain" as its group. At the very least, I would prefer to describe an videogame-style Snake Sword as a Light Blade/Chain rather than a Light Blade/Flail... Getting to my main point... Even in your distinction, the difference between Maces and Hammers is neither logical or consistent. Why should hammers be "heavy" and maces be "light" when normal nail-hitting hammers are common and lightweight and maces can often be very heavy and large? Further, why should weight be the distinguishing factor for hammers and maces when axes can easily vary from small throwing axes to very heavy great-axes? Another question is why should maces, picks, and axes be differentiated based on the kind of damage they inflict, when rapiers, knives, and broadswords all count as "Blades" even though their specific use and method of inflicting harm can vary so widely? Fundamentally, warhammers, military picks, and maces all share the same combat function: ripping apart or punching through armor. I really don't quite see why they would need to be differentiated on a mechanical level. I can possibly see axes being used in a different manner, but I don't see why you would use different powers depending on whether you were using a mace or a hammer. As I said before, I really like the idea of weapon groups and how they are going to be used in 4E, but this implementation just seems a bit clunky, even to a guy like me whose main familiarity with different kinds of weapon comes mostly from videogames. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: Weapons (MERGE)
Top