Symbolic sense and/or puns. I mean, the material component for ESP/detect thoughts is 1 cp – literally a penny for your thoughts. And silent image is some wool cloth, because you're either about to pull the wool over someone's eyes or fleece them.Unless its not about balance, but about what makes symbolic sense for the spell.
It was mainly a fighter thing. Basically, instead of fighters specializing in a weapon by getting a numerical bonus when fighting with that weapon, they would specialize by taking powers that gained additional benefits with that type of weapon.I don't remember Martial Powers that worked that way; generally people just took the best weapon for the job. I'm not saying they don't exist, just that weapon choice was mostly "get +3 proficiency or Brutal" with the people I played with.
Right, I get that, it's just, I played a few Fighters in 4e, and I don't recall ever selecting a Power for it's cool weapon type bonus, though obviously some did exist. Some of this was apparently to support the other Fighter builds, but I don't recall seeing those used as often as the vanilla version.It was mainly a fighter thing. Basically, instead of fighters specializing in a weapon by getting a numerical bonus when fighting with that weapon, they would specialize by taking powers that gained additional benefits with that type of weapon.
There were a few oddities in FC though. Weapons that inflicted other types of damage, like Stress, didn't really synergize with what other characters were doing, and then you had wacky things too (I want to say Skeletons were immune to hammers? I might be remembering that wrong).The best d20 take on weapon choice that mattered was Fantasy Craft, and it achieved it with weapon hierarchies. Melee weapons were either Edged or Blunt, and that was the level you took proficiency in them.
After that, the game presented 6 subcategories, like Axes, Fencing Blades, Knives, Swords, Greatswords, Polearms and Spears, all of which contained at least 5 weapons, all of which had different properties. Feats and other abilities focused on the subcategory, so you had Axe Basics, Axe Mastery and Axe Expertise. Each feat was made up of a passive bonus when using those weapons, and an active "trick" that you could use to modify a combat action, and usually 1 stance somewhere in there, all of which applied to any weapon in the set.
The most iconic is probably Knife Basics, which gave you the ability "all knives on your person are considered armed at all times" which meant you were absolutely going to carry every knife you found, particularly a main gauche, as it provided a defensive bonus when armed.
This then was combined with an extensive weapon customization system, that allowed you to craft weaponry with yet more modifiers.
Eh, yes and no. Stress/Subdual inflicted the Fatigued/Shaken condition (you rolled a saving through vs. the damage, and if you failed your damage total reset and you increased your grade of the condition), which killed you if they got over 5, but inflicted pretty severe mounting penalties on their own, and that was only relevant for "special" foes. "Standard" foes, which are sort of like 4e minion, but slightly hardier, treat all damage the same anyway.There were a few oddities in FC though. Weapons that inflicted other types of damage, like Stress, didn't really synergize with what other characters were doing, and then you had wacky things too (I want to say Skeletons were immune to hammers? I might be remembering that wrong).
Level Up has a lot more weapon properties, and I added a bunch in my homebrew. My consolidated equipment guide is off the proverbial hook!Yes, this is what martials should have, which would compare to casters. You have your preferred spells, and different ones for different situations; I have my preferred weapons, and also different ones for different situations!
I had a 2e dwarf rogue that specialized in TWF with his shortswords... but he carried "Grandpa's Axe" on his back at all times, for dealing with ogres, giants, and other Large creatures. He sucked with it, but mechanically, it did offer a d12 Knockdown die that came in handy a few times. It worked. In 5e, meh, 2d6 vs. 1d12, no reason to use the axe except flavor.
Me being me, I checked the 4e PHB and it seems it was primarily a thing at level 3, 13, and 23. Almost all of the PHB fighter exploits at those levels had additional secondary effects if you used the right weapon, and pretty much no exploits at other levels. I don't know if that design held in later books.Right, I get that, it's just, I played a few Fighters in 4e, and I don't recall ever selecting a Power for it's cool weapon type bonus, though obviously some did exist. Some of this was apparently to support the other Fighter builds, but I don't recall seeing those used as often as the vanilla version.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.