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Making weapon choice matter
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<blockquote data-quote="ro" data-source="post: 7293084" data-attributes="member: 6890747"><p>Thank you for your input! I like hearing the perspective of how changes would affect actual play! So would your characters be bothered if they had to change weapons throughout play? Or what about having a single style of weapon that improves over time?</p><p></p><p></p><p></p><p>I would like weapon choice, all the way down to subtype, to be impactful mechanically.</p><p>I would also be inclined to say that weapons should be archetypal, and each in the weapon table should be a unique combination that could be applied to any weapon.</p><p></p><p>Looking at weapons in the PHB, we have three categories: properties, damage, and damage type.</p><p></p><p>The properties are:</p><p>ammunition, finesse, heavy, light, loading, range, reach, special, thrown, two-handed, versatile</p><p></p><p>Damage:</p><p>d4, d6, d8, d10, d12, 2d6</p><p></p><p>Damage type:</p><p>bludgeoning, piercing, slashing</p><p></p><p>There is some correlation between properties and damage:</p><p>All heavy weapons are two-handed.</p><p>All two-handed melee weapons are heavy.</p><p>All ammunition weapons and ranged.</p><p>All d10 weapons are reach.</p><p>All d10 and d12 weapons are heavy and two-handed.</p><p>Light weapons are only d4 and d6.</p></blockquote><p></p>
[QUOTE="ro, post: 7293084, member: 6890747"] Thank you for your input! I like hearing the perspective of how changes would affect actual play! So would your characters be bothered if they had to change weapons throughout play? Or what about having a single style of weapon that improves over time? I would like weapon choice, all the way down to subtype, to be impactful mechanically. I would also be inclined to say that weapons should be archetypal, and each in the weapon table should be a unique combination that could be applied to any weapon. Looking at weapons in the PHB, we have three categories: properties, damage, and damage type. The properties are: ammunition, finesse, heavy, light, loading, range, reach, special, thrown, two-handed, versatile Damage: d4, d6, d8, d10, d12, 2d6 Damage type: bludgeoning, piercing, slashing There is some correlation between properties and damage: All heavy weapons are two-handed. All two-handed melee weapons are heavy. All ammunition weapons and ranged. All d10 weapons are reach. All d10 and d12 weapons are heavy and two-handed. Light weapons are only d4 and d6. [/QUOTE]
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Making weapon choice matter
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