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General Tabletop Discussion
*Dungeons & Dragons
Reification versus ludification in 5E/6E
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<blockquote data-quote="Lanefan" data-source="post: 9604932" data-attributes="member: 29398"><p>I'd rather see much more granularity, ideally to the point where each weapon has something going for it that others don't and maybe also has a flaw that other weapons don't.</p><p></p><p>The first and probably easiest place to add variance is weapon damage. Instead of just d6 or d8 for most weapons, what about having some weapons do d7 or d5 or 2d4 or 2d3 as their base damage? I mean hell, we've all got all these dice in our bags, let's use 'em!</p><p></p><p>Another area to add variance is to-hit or damage based on reach, but that would mean making distance more granular than 5-foot squares. Example: a dagger or other very small weapon might get a bonus to hit if the foe is within 2 feet while any 2-handed weapon gets a to-hit penalty if the foe is that close.</p><p></p><p>Another area for variance is damage based on what you're hitting. Even the small-large damage differences in 1e (e.g. a longsword did d8 vs small-medium and d12 vs large) allowed for much more variability in weapon design - some were generally better against small foes, others better vs large, etc. 1e took this a step further and had a weapon's properties change based on the type of armour the target was in; that's perhaps a step too far in practice (most tables IME didn't use that system) but the underlying idea is sound. And this is before even looking at specific monster resistances, immunities, and-or vulnerabilities.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9604932, member: 29398"] I'd rather see much more granularity, ideally to the point where each weapon has something going for it that others don't and maybe also has a flaw that other weapons don't. The first and probably easiest place to add variance is weapon damage. Instead of just d6 or d8 for most weapons, what about having some weapons do d7 or d5 or 2d4 or 2d3 as their base damage? I mean hell, we've all got all these dice in our bags, let's use 'em! Another area to add variance is to-hit or damage based on reach, but that would mean making distance more granular than 5-foot squares. Example: a dagger or other very small weapon might get a bonus to hit if the foe is within 2 feet while any 2-handed weapon gets a to-hit penalty if the foe is that close. Another area for variance is damage based on what you're hitting. Even the small-large damage differences in 1e (e.g. a longsword did d8 vs small-medium and d12 vs large) allowed for much more variability in weapon design - some were generally better against small foes, others better vs large, etc. 1e took this a step further and had a weapon's properties change based on the type of armour the target was in; that's perhaps a step too far in practice (most tables IME didn't use that system) but the underlying idea is sound. And this is before even looking at specific monster resistances, immunities, and-or vulnerabilities. [/QUOTE]
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