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<blockquote data-quote="bbjore" data-source="post: 6054864" data-attributes="member: 27539"><p>With all the disagreement about which weapon can do the most damage, how much strength can be transferred to damage, and what situations benefit which weapons and how, I think it shows that trying to make damage the biggest difference between weapons may not be the best way to go.</p><p></p><p>Using ED to scale damage, makes the users skill the biggest determinant in damage. Sure, perhaps at low level you can have some differences in overall damage, but at 20th level, what really matters is how skillful the warrior wielding the weapon is. It just abstracts all the benefits or disadvantages of a particularly weapon, and assumes that a skilled PC knows how to best use their weapon in any particular situation. It opens up multiple approaches to character creation.</p><p></p><p>I think there's a lot to be said for that approach from a balance perspective. By declaring that a 20th level fencer, daggermaster, martial artist, or barbarian wielding a maul, are all equally skilled at increasing the amount of damage they do with their chosen weapons, you allow any archetype to play on a relatively even field when it comes to raw skill, which is a good thing.</p><p></p><p>All the complexities of this weapon vs. that weapon in a particular situation can then be left to maneuvers and tricks, or some other place are where you have design space to make a number of nice abstractions; think a sneak attack maneuver for finesse weapons, a power attack maneuver for large weapons, and a defensive reach maneuver for reach weapons.</p></blockquote><p></p>
[QUOTE="bbjore, post: 6054864, member: 27539"] With all the disagreement about which weapon can do the most damage, how much strength can be transferred to damage, and what situations benefit which weapons and how, I think it shows that trying to make damage the biggest difference between weapons may not be the best way to go. Using ED to scale damage, makes the users skill the biggest determinant in damage. Sure, perhaps at low level you can have some differences in overall damage, but at 20th level, what really matters is how skillful the warrior wielding the weapon is. It just abstracts all the benefits or disadvantages of a particularly weapon, and assumes that a skilled PC knows how to best use their weapon in any particular situation. It opens up multiple approaches to character creation. I think there's a lot to be said for that approach from a balance perspective. By declaring that a 20th level fencer, daggermaster, martial artist, or barbarian wielding a maul, are all equally skilled at increasing the amount of damage they do with their chosen weapons, you allow any archetype to play on a relatively even field when it comes to raw skill, which is a good thing. All the complexities of this weapon vs. that weapon in a particular situation can then be left to maneuvers and tricks, or some other place are where you have design space to make a number of nice abstractions; think a sneak attack maneuver for finesse weapons, a power attack maneuver for large weapons, and a defensive reach maneuver for reach weapons. [/QUOTE]
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