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Getting Rid of Variable Weapon Damage- An Immodest Proposal
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<blockquote data-quote="clearstream" data-source="post: 8521131" data-attributes="member: 71699"><p>Good post. I wish I could write so engagingly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I'm neutral. Either is okay for me.</p><p></p><p></p><p>From my observation of play, 5th edition has something like that in it already. As you point out "<em>While variable weapon damage presents choices, as many of you know, you quickly run into the Rapier/Model T problem.</em>" The only word in that I'll quibble is "<em>problem.</em>" What we mostly see is:</p><p></p><p>Simple melee = <strong>1d6</strong></p><p>Rogue, or Martial with shield = <strong>1d8</strong> ("<em>martial classes) will increase the damage die for wielding a weapon- d8, d10, d12</em>")</p><p>Martial without shield but with reach = <strong>1d10</strong></p><p>Martial without shield or reach = <strong>1d12</strong> ("<em>you get a bonus to each damage die (+1 or +2) to make up for loss of shield</em>")</p><p></p><p>So one take is to notice that it's just the locating of the parameter. Instead of it being Fighter = d8 damage die. It's Fighter = martial weapon proficiency = d8 damage die (+step increase for loss of shield). 5th then offers class features and feats that players can choose or exercise control over, that give certain wielders increases to their damage. Rage. Dueling.</p><p></p><p>Thus I would say that the premise is not quite hitting its mark: in 5th edition weapon damage is down to the wielder. But 5th is scattering these factors around more, and that obfuscates for sure. So a question I might add to yours is</p><p></p><p><strong>D. What might we gain that is worth having, by aggregating damage step more clearly and simply under each class?</strong></p></blockquote><p></p>
[QUOTE="clearstream, post: 8521131, member: 71699"] Good post. I wish I could write so engagingly :) I'm neutral. Either is okay for me. From my observation of play, 5th edition has something like that in it already. As you point out "[I]While variable weapon damage presents choices, as many of you know, you quickly run into the Rapier/Model T problem.[/I]" The only word in that I'll quibble is "[I]problem.[/I]" What we mostly see is: Simple melee = [B]1d6[/B] Rogue, or Martial with shield = [B]1d8[/B] ("[I]martial classes) will increase the damage die for wielding a weapon- d8, d10, d12[/I]") Martial without shield but with reach = [B]1d10[/B] Martial without shield or reach = [B]1d12[/B] ("[I]you get a bonus to each damage die (+1 or +2) to make up for loss of shield[/I]") So one take is to notice that it's just the locating of the parameter. Instead of it being Fighter = d8 damage die. It's Fighter = martial weapon proficiency = d8 damage die (+step increase for loss of shield). 5th then offers class features and feats that players can choose or exercise control over, that give certain wielders increases to their damage. Rage. Dueling. Thus I would say that the premise is not quite hitting its mark: in 5th edition weapon damage is down to the wielder. But 5th is scattering these factors around more, and that obfuscates for sure. So a question I might add to yours is [B]D. What might we gain that is worth having, by aggregating damage step more clearly and simply under each class?[/B] [/QUOTE]
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