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General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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<blockquote data-quote="Gradine" data-source="post: 7067597" data-attributes="member: 57112"><p>I voted the "meh" option. I loved reading about all the different polearms and what not in the AD&D PHB, but I don't really see how there's a need for that in 5e. Mearls' initial response was a bit flippant for someone whose job is ostensibly PR at this point, but his follow-up answer makes a degree of sense. Massive lists like PF are built for a specific type of play (optimization) that doesn't cater to everyone, and ends up creating smaller range of weapons in actual play as a few end up rising to the top (see: 4e's longswords) and everything else is so much page-filler or, worse, fodder for asinine "trap" conversations.</p><p></p><p>Meanwhile, damage by class means the weapon you use doesn't matter, which means it can be whatever the hell you want it to be. You don't need a massive list of weapons to have the kind of variety that would make even a 90's era Final Fantasy game blush. I understand that this type of design doesn't tickle every type of playstyle, but it certainly fits the "streamlined" paradigm of 5e much better. I don't think a D&D game could ever get away from weapon lists altogether (not even 4e was so bold in its design) but follow that paradigm, throw in a few suboptimal choices for more primitive Monster Manual baddies, and you're good to go. Really only the Rapier screws everything up in 5e; it should clearly be a d6 weapon, but that's an easy house rule fix. Just add a few words about "seriously, just re-skin these existing weapons for whatever the heck you want" (more strategically placed than in the Monk class write-up would have been preferable...) and you're good to go.</p><p></p><p>Here's the dirty secret; you don't need special rules for how to Trip with your whip or polearm #7c. Several classes have access to abilities that knock enemies prone. That's how you trip. A simple, streamlined RPG does not need any set of rules to differentiate a dagger from a shuriken, or a bastard sword from a katana, etc. And that's what 5e is.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7067597, member: 57112"] I voted the "meh" option. I loved reading about all the different polearms and what not in the AD&D PHB, but I don't really see how there's a need for that in 5e. Mearls' initial response was a bit flippant for someone whose job is ostensibly PR at this point, but his follow-up answer makes a degree of sense. Massive lists like PF are built for a specific type of play (optimization) that doesn't cater to everyone, and ends up creating smaller range of weapons in actual play as a few end up rising to the top (see: 4e's longswords) and everything else is so much page-filler or, worse, fodder for asinine "trap" conversations. Meanwhile, damage by class means the weapon you use doesn't matter, which means it can be whatever the hell you want it to be. You don't need a massive list of weapons to have the kind of variety that would make even a 90's era Final Fantasy game blush. I understand that this type of design doesn't tickle every type of playstyle, but it certainly fits the "streamlined" paradigm of 5e much better. I don't think a D&D game could ever get away from weapon lists altogether (not even 4e was so bold in its design) but follow that paradigm, throw in a few suboptimal choices for more primitive Monster Manual baddies, and you're good to go. Really only the Rapier screws everything up in 5e; it should clearly be a d6 weapon, but that's an easy house rule fix. Just add a few words about "seriously, just re-skin these existing weapons for whatever the heck you want" (more strategically placed than in the Monk class write-up would have been preferable...) and you're good to go. Here's the dirty secret; you don't need special rules for how to Trip with your whip or polearm #7c. Several classes have access to abilities that knock enemies prone. That's how you trip. A simple, streamlined RPG does not need any set of rules to differentiate a dagger from a shuriken, or a bastard sword from a katana, etc. And that's what 5e is. [/QUOTE]
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Should the game have extensive weapon lists?
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