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<blockquote data-quote="Jan van Leyden" data-source="post: 6313339" data-attributes="member: 20307"><p>But which axioms should the use to build a <em>math-reliable</em> game on? All weapons shall have the same average DPR output? We already had this in Moldvay Basic: each and every weapon did 1d6 damage. Different damage values were an optional rule.</p><p></p><p>And why do you call the other version "math-sloppy"? Different damage ranges and DPR-values are not a sign of sloppy design. The only effect is that charopers may not have much choice in which weapon they use. But by looking at DPR exclusively, they already make a choice: damage values are more important to them than visuals or style. The rest are consequences determined by the decision.</p><p></p><p>I find the complaint that they want to use weapon <em>xyz </em>but is has to have the same mechanical values as <em>klm </em>strange. If it's so important to you that your character's great sword looks like a greataxe, just call it so. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6313339, member: 20307"] But which axioms should the use to build a [I]math-reliable[/I] game on? All weapons shall have the same average DPR output? We already had this in Moldvay Basic: each and every weapon did 1d6 damage. Different damage values were an optional rule. And why do you call the other version "math-sloppy"? Different damage ranges and DPR-values are not a sign of sloppy design. The only effect is that charopers may not have much choice in which weapon they use. But by looking at DPR exclusively, they already make a choice: damage values are more important to them than visuals or style. The rest are consequences determined by the decision. I find the complaint that they want to use weapon [I]xyz [/I]but is has to have the same mechanical values as [I]klm [/I]strange. If it's so important to you that your character's great sword looks like a greataxe, just call it so. :cool: [/QUOTE]
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