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Is slashing/bludgeoning/piercing damage even needed?

Yeah, but is this subset of rules even necessary for the base game?

-YRUSirius

I am inclined to say, "no." It isn't needed and very well should be shipped off to a side/optional rule/module that people can add or not as they please.

I've played with groups that took it seriously/wanted and groups that could give a damn...damage is damage, hit it enough, it's going down.

There's no reason, in my experience, that it needs to be a part of the "core/basic" rules.

An optional add on should suffice for whomever wants it.

--SD
 

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I'm not riled up exactly.

This damage mechanic just caught my attention because it seems superfluous for the base experience. The last days Mike Mearls and his team seemed to stress that they tried to eliminate as many superfluous rules as possible to see how bare bones the base game could be. This rule seems like a good candidate for this too to me. You don't need to clutter up monster statblocks with piercing/slashing/bludgeoning - the PC most likely won't have resistances against this in the base game. They could design something for it, but I doubt that we'll see something like this in the 5E Basic Starter Set, so why keep the damage types in the Basic Starter Set then? It doesn't do much yet.

It's a lovely reminder for the 3E crowd that recognize that rule from 3E, yeah. :) But would it do a lot in a possible 5E Basic Starter Set?

-YRUSirius
 



It's counter-intuitive to someone not used to modular design, but very normal for a "core" system or framework to include "hooks" that mainly don't apply to anything much when used in the basic fashion. In software, engineering, and other such disciplines, such hooks are often somewhat hidden, to keep from confusing users. With a game, on paper, this isn't always possible. When you see a weapon listing or a monster listing or whatever, it's "guts" are hanging out there for everyone to see.

I fully expect there to be multiple bits in the core that serve no purpose whatsoever to someone playing a core-only game. Their only purpose will be to provide a place to let certain modules hook in more seamlessly to the the core.

Incidently, all prior versions of D&D have done a certain amount of "denormalization" of the design to make it more user-friendly. That is, they'd do things like assume that X logically went over there, but then put it over here because that is the only place it affected the current system much. When you write to a specific version or playstyle, this is often even the correct thing to do. Don't confuse people with details or options that you aren't supporting anyway. In Basic D&D for example, some of the rules language in the spells is ok there, even though you can somewhat glimpse the implied thinking behind it, which could have been made into a more generic rule. Add a lot more spells and/or start supporting a 2E-style game, it's not so hot.

OTOH, if you want people to swap modules, you have to think about when and where they swap them, and then make that obvious and easy--even when the obvious and easy choice for some groups is, "don't put anything there."
 
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The base game could function without backgrounds, themes, variable damage for different weapons, etc. too.

I think damage types are well worth having.
The ops point is that why include a rule mechanic if that mechanic covers only very specific corner cases. A classes theme comes up early and often, if weapon damage types do not come up Often then it's not worth having

Now the catch is we have no idea how come weapon damage comes up since we have only a brief subset of rules
 

They tell you that this weapon cuts, that weapon smashes, and the other weapon stabs.

You aren't going to use a club to cut a rope, are you?

It's also allot shorter than listing every weapon type in the monster stat block for those edge cases.
 

They tell you that this weapon cuts, that weapon smashes, and the other weapon stabs.
I know what they do. I just doubt that anyone needs to be told that (unless they genuinely have no idea what a falchion is).
 

I know what they do. I just doubt that anyone needs to be told that (unless they genuinely have no idea what a falchion is).

I am reminded of this.

There are oodles of weapons that people didn't know about before they started playing D&D. Keeping something like s/b/p around is an easy guideline for the new blood.
 

What Crazy Jerome said, about modular design.

Also, there's no reason why other monsters can't make use of it. Personally, I think the zombie (and indeed most corporeal undead) should be resistant to piercing too. (Actually, I wouldn't mind making skeletons outright immune to it.)

Here's a question. Incorporeal undead are presumably mostly ethereal, and thus take half damage. (Interesting choice, that.) Does that stack with resistance or not? So if you have a ghost that happens to be resistant to piercing damage, does it take 1/4 damage?

EDIT: Another possibility is that two halvings like that 'stack' into full immunity. It would certainly be simpler.
 

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