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General Tabletop Discussion
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Getting Rid of Variable Weapon Damage- An Immodest Proposal
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<blockquote data-quote="Cruentus" data-source="post: 8520437" data-attributes="member: 7034645"><p>I agree there is some benefit to using "static" weapon damage compared to variable. </p><p></p><p>Two interesting systems I've seen related to this:</p><p>1) Beyond the Wall (based on OSR) has weapons, iirc, broken up into three broad categories: d6, d8, d10 (smaller weapons, medium (swords), large (pole arms, two handed). And there are examples in each category. So you could wield some strange weapon, and you'd just class is amongst "similar weapons". BUT, then they added for elves and dwarves, their weapon "proficiency" which bumped the weapon die from d6 to d8 for an axe, or d8 to d10 for the elf sword. The Fighter class also has specialization that affects combat values. </p><p></p><p>2) One of the d20 verison of A Song of Ice and Fire, and they don't add weapon damage from Str, for example, but have feats and skills that add those bonuses, same with ranged weapons. This kind of structure would allow fighting types to build that "class based" ability with weapons along with static weapon damage. </p><p></p><p>I think these kinds of approaches create more moving parts and dials which can lead to more interesting weapon choices, rather than "most effective point for point" by picking A versus B. </p><p></p><p>I also think that in 5e paradigms, using Proficiency Bonuses differently could do the same. Its kind of a shame that every class uses the same proficiency bonus scale whether using skills, casting spells, or wielding weapons.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8520437, member: 7034645"] I agree there is some benefit to using "static" weapon damage compared to variable. Two interesting systems I've seen related to this: 1) Beyond the Wall (based on OSR) has weapons, iirc, broken up into three broad categories: d6, d8, d10 (smaller weapons, medium (swords), large (pole arms, two handed). And there are examples in each category. So you could wield some strange weapon, and you'd just class is amongst "similar weapons". BUT, then they added for elves and dwarves, their weapon "proficiency" which bumped the weapon die from d6 to d8 for an axe, or d8 to d10 for the elf sword. The Fighter class also has specialization that affects combat values. 2) One of the d20 verison of A Song of Ice and Fire, and they don't add weapon damage from Str, for example, but have feats and skills that add those bonuses, same with ranged weapons. This kind of structure would allow fighting types to build that "class based" ability with weapons along with static weapon damage. I think these kinds of approaches create more moving parts and dials which can lead to more interesting weapon choices, rather than "most effective point for point" by picking A versus B. I also think that in 5e paradigms, using Proficiency Bonuses differently could do the same. Its kind of a shame that every class uses the same proficiency bonus scale whether using skills, casting spells, or wielding weapons. [/QUOTE]
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