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General Tabletop Discussion
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Idea that will most players will hate, but I think addresses a mechanical issue in game
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<blockquote data-quote="Bayushi_seikuro" data-source="post: 8461973" data-attributes="member: 7024851"><p>Let me offer a different direction for your thought experiment, taken from 7th Sea Second Edition:</p><p></p><p>It is not the weapon that does the damage. It's the WIELDER that does the damage.</p><p></p><p>What this creates is a situation where just because someone is using a greatsword does not nessecarily mean they will out-damage a dagger wielder. If you're a superskilled swordsman, you will do every bit the same amount of damage as the superskilled archer, as the superskilled fencer, as the superskilled barfighter.</p><p></p><p>Or, bring back third-edition bows with the Strength mods, where your weapon has a 'cap', say +2. You need a Strength mod of +2 to even draw it back. But it will let you do that amount of damage extra with an arrow, whether you're at +2 or +4.</p><p></p><p>I know it's a thought experiment, but something else I wonder is if you've really drilled down on what you're aiming (no pun intended) for. Are you wanting more complexity at your table? Go for it - that's probably how 1e AD&D got weapon speed, init modifiers based on weapons, weapons vs armor. It doesn't need to be cast as 'New Players only want simple! 5e Players Mostly All Want Simple!' Sometimes, personally, I want complex - but sometimes I also remember that my particular table is full of people who no longer can/want to spend 10 hours together on a Saturday the way we did when we were in our twenties. YMMV</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 8461973, member: 7024851"] Let me offer a different direction for your thought experiment, taken from 7th Sea Second Edition: It is not the weapon that does the damage. It's the WIELDER that does the damage. What this creates is a situation where just because someone is using a greatsword does not nessecarily mean they will out-damage a dagger wielder. If you're a superskilled swordsman, you will do every bit the same amount of damage as the superskilled archer, as the superskilled fencer, as the superskilled barfighter. Or, bring back third-edition bows with the Strength mods, where your weapon has a 'cap', say +2. You need a Strength mod of +2 to even draw it back. But it will let you do that amount of damage extra with an arrow, whether you're at +2 or +4. I know it's a thought experiment, but something else I wonder is if you've really drilled down on what you're aiming (no pun intended) for. Are you wanting more complexity at your table? Go for it - that's probably how 1e AD&D got weapon speed, init modifiers based on weapons, weapons vs armor. It doesn't need to be cast as 'New Players only want simple! 5e Players Mostly All Want Simple!' Sometimes, personally, I want complex - but sometimes I also remember that my particular table is full of people who no longer can/want to spend 10 hours together on a Saturday the way we did when we were in our twenties. YMMV [/QUOTE]
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Idea that will most players will hate, but I think addresses a mechanical issue in game
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