And this concept is in 5e. Are you commenting on that fact, or did you not know it was already in the game?
He was giving more examples of what we could have in the game for making weapon damage type meaningful, building off of my post.
And this concept is in 5e. Are you commenting on that fact, or did you not know it was already in the game?
I dunno, it looks to me like that would mean the Return of the Golf Bag.![]()
To me, that's kind of rudimentary differentiation. Just enough to be annoying, but not enough to add additional interest or options to Bob Fighter.
The argument is primarily about speed of play.
And yet every time a supporter of this theory posts an actual example from his game it shows that not the complexity slows down the game but players who pay absolutely no attention.
I don't have to remember anything of the sort. I'm not a developer for D&D.
I also don't think its incumbant on the game to accomodate every single playstyle, especially those who (in my opinion) are very fringe, minority, low-numbers playstyles. In fact, in order to bit big tent, the game has to make compromises, which infringes on its ability to meet other design goals that are more likely to appeal to the majority of players. Accomodating unusual playstyles should actually not be a design goal of the system, unless it can be done without compromising more important design goals.
I think you're going to find that if there is any meaningful difference between weapon types, there's going to be situations where one is better than the other. If weapons are different and you want to be optimized for every encounter type, you'll need a Golf Bag, and the more different they are, the more the Golf Bag is necessary rather than just something that optimizers will do.
That is to say, "Skeletons are immune to piercing damage" encourages the golf bag more than "Skeletons take extra damage from bludgeoning," which encourages the golf bag more than "all weapons deal full damage to all creatures," which encourages the golf bag more than "all weapons deal 1d6 damage to any creature."
I think, as a default for D&D, I'd appreciate some significant distinctions that fall at that place on the spectrum where the guy who brought his bow to a skeleton-tomb feels kind of like the wizard who prepared fire spells to fight the fire elementals, and where both of them need to "return to civilization" to fix the problem (study new spells/get a hammer/whatever) if they didn't come prepared (with a Golf Bag....or a library shelf on wheels...) or aren't flexible/inventive.
So for me, more on the harsh end of the spectrum -- I don't want spears to be reliable weapons for killing skeletons. But that might be a harsher place than most would like.
ORLY? So... you try to force me into a developer's stance with my comments, and then when I point out that my stance is as a player talking about what I like and what works for me, you assign me a vague, pejorative, dismissive label to avoid further discussion.I don't play semantec games, sorry.
Indeed; I was (and always am) careful to caveat my opinions with the phrase "in my opinion" or something similar. Of course we don't know that, and therefore we can only make inferences based on our assumptions and experiences. Although I notice you don't make that point when advocating for your own preferences...Lokiare said:Of course no one knows what those numbers are or whose play styles are fringe. Since the surveys were self selecting, we can never know unless there is a third party survey that targets everyone that has ever played. Something that would be difficult or impossible to do.
"Least common denominator" is a deliberately pejorative and in this case completely innacurate label, since I'm talking about what I believe the majority prefers, not what I think is the least objectionable to the least amount of people. There's a vast difference between those two concepts. Conflating them for purposes of making one sound worse than it is is... a semantic game.Lokiare said:Even worse trying to lower the game to the lowest common denominator will mean cutting people out that don't want the lowest common denominator.
ORLY? So... you try to force me into a developer's stance with my comments, and then when I point out that my stance is as a player talking about what I like and what works for me, you assign me a vague, pejorative, dismissive label to avoid further discussion.
I'd say that absolutely qualifies as a semantic game.
Indeed; I was (and always am) careful to caveat my opinions with the phrase "in my opinion" or something similar. Of course we don't know that, and therefore we can only make inferences based on our assumptions and experiences. Although I notice you don't make that point when advocating for your own preferences...
"Least common denominator" is a deliberately pejorative and in this case completely innacurate label, since I'm talking about what I believe the majority prefers, not what I think is the least objectionable to the least amount of people. There's a vast difference between those two concepts. Conflating them for purposes of making one sound worse than it is is... a semantic game.