Player 1: "What? I didn't read that."
This is the only problem in your example. Not the rules, but the Player not reading or even trying to remember them.
Player 1: "What? I didn't read that."
I dunno. I'm not defending 5e. I'm not particularly excited about it myself. But the topic is why the 5e they are actually developing doesn't have weapon-specific powers. Given that they are shooting for a very traditional D&D, the kind of re-design that would have been required to accommodate them was never realistically in the cards. That's all.
This is the only problem in your example. Not the rules, but the Player not reading or even trying to remember them.
All this could be avoided by making the combat system is little bit more complex so that it actually supports different advantages of weapons besides damage die and crit. But oh no, we can't have complexity now, can we? What would the new players think?
I have a mix of players at my table. Some scan through the character creation rules as quickly as possible without reading every word. Sometimes they miss stuff. My girlfriend is one of those, we're pretty much constantly finding out midway through a session that she forgot to add the AC bonus for her armor or something like that. At least once she was halfway through a character and changed her mind about what armor she wanted to wear and never changed her AC when she did. At least once she took 2 or 3 feats that only worked when she was wielding a Rod and then chose a Wand as an implement in a 4e game.This is the only problem in your example. Not the rules, but the Player not reading or even trying to remember them.
That's why I like the fact that feats in D&D Next mostly apply static modifiers that aren't conditional. When they do add new abilities, they don't add complex ones. Also, you don't get very many feats so you don't have to worry about the complexity growing out of control. The players who find them too complex can just take stat bumps instead. You don't have to worry about too many temporary modifiers from spells because all buff spells require concentration, so only one buff per caster.Well, if a player has trouble writing down his bonuses on a character sheet, he's probably going to have a lot of similar problems in the game, for example forgetting to add modifiers/dice from Bless and other buffs. Or temporary/circumstancial stuff from feats, or rolling two dice because of (dis)advantage. Or to announce that you're doing piercing and fire damage because you switched to using your flaming bow. And let's not even talk about the "super feats" in 5E; lot's of stuff to remember, if you pick several feats and don't write them down. Seriously, though, I don't know about you, but your example above is what happens from time to time, even with veteran players; we're no robots, after all.
The point is that there ARE currently no modifiers in the game. Adding one might not be the end of the world. But once you add one then it becomes part of the game design philosophy to have them in the game, that's when you start adding a second, third, and then hundreds.In my opinion keywords relating to weapon groups is almost the simplest kind of modifiers you can have, and no harder to remember than other modifiers in the game. If you think it's too much, it'd be simple to ignore 'em; that's why I said it'd could be an optional rules module/dial/switch/whatever.
Yes, thank you for the false binary choice. I made no mention of removing the risk of failure, nor do I advocate such a thing, though, so this line of discussion is a total non sequiter.The things that make heroes heroes have to involve a risk of failure, even for heroes, or they would not be heroic. By extension, the possibility of critical failure exists for the same reason that the possibility of critical success exists -- perspective.
That assertion is not only totally untrue, but even quite bizarre. D&D has always been about simulating (or maybe emulating is a better word) sword and sorcery and high fantasy fiction. From the very beginning. In some cases, this emulation was even quite specific.. i.e. the close ties between the magic system and the writings of Jack Vance, alignment and Michael Moorcock, the thief class and the Gray Mouser, the ranger class and Aragorn, etc.DMZ2112 said:D&D has never been designed to simulate much. "Pointy end goes in the other man," and that's about it.
I don't have to remember anything of the sort. I'm not a developer for D&D.You have to remember for many people D&D is about simulating that partially mentally retarded clutz that just came off the farm picking up a weapon for the first time and managing not to lop their own head off while they fight off monsters that can kill them with a single hit.
I personally play D&D like the players are hero's, a step above the common man. Having shown extreme talent in one area or another that uniquely suits them for a life of adventure.
So the rules should accomodate both groups. Something like "Farm Boy: -3 to all starting stats. Roll to see if you can walk properly...etc...etc... Hero: Roll only when rushed or threatened...etc...etc..."
You say that's extreme, but I have, actually seen and played in several different games where that was exactly how it was handled. *shrug* It works. In many respects, I prefer it to big, long lists of weapons that are only marginally different from each other.You took what I was trying to say to an extreme, so it seems fair I do the same.
Then why have the other weapons in the game?
That's really what it boils down to for me. If there's no difference in what they do, why not just say "little weapons do 1d4, average weapons do 1d6, large weapons do 1d8, and big honkin' two handed weapons do 1d12"? Then just have the player fluff what the weapon is because it doesn't actually matter in play.