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General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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<blockquote data-quote="Gadget" data-source="post: 7071657" data-attributes="member: 23716"><p>The problem with equating weapons with spell casting is that spell casting has a much wider range of effects than weapons; it is not that difficult to differentiate one spell from another. Each spell has is basically a self contained rules package with some common mechanical framework (level, range, duration, concentration, etc.). Weapons have a more difficult time with D&D's abstract combat system, making it so the weapons had more differentiating factors would by necessity complicate the combat system. Adding a new spell doesn't really complicate the spell casting system; it may cause more analysis paralysis on the part of the player, but that is somewhat different. </p><p></p><p>Granted, as endless debates here and elsewhere show, it is very possible for the spell casting system to break down into one obvious 'best choice' for a given level and situation (ex. <em>Fireball</em> in combat). But even then, there are times and situations when you want <em>Dispel Magic</em>, whereas the differentiating factors with weapons tend to be less extreme (here come some skeletons, bust out the mace; need to cut the rope, put the mace away). Spells also tend to be less bound to the pseudo-reality checks that weapons usually have to abide by. </p><p></p><p>All that being said, there is nothing in this that hinders one from having an AD&D style (or even more detailed) weapon list with many of the listed weapons having largely the same stats. That way the choice between a Bec de corbin and a Bill-Guisarme is largely flavor.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7071657, member: 23716"] The problem with equating weapons with spell casting is that spell casting has a much wider range of effects than weapons; it is not that difficult to differentiate one spell from another. Each spell has is basically a self contained rules package with some common mechanical framework (level, range, duration, concentration, etc.). Weapons have a more difficult time with D&D's abstract combat system, making it so the weapons had more differentiating factors would by necessity complicate the combat system. Adding a new spell doesn't really complicate the spell casting system; it may cause more analysis paralysis on the part of the player, but that is somewhat different. Granted, as endless debates here and elsewhere show, it is very possible for the spell casting system to break down into one obvious 'best choice' for a given level and situation (ex. [I]Fireball[/I] in combat). But even then, there are times and situations when you want [I]Dispel Magic[/I], whereas the differentiating factors with weapons tend to be less extreme (here come some skeletons, bust out the mace; need to cut the rope, put the mace away). Spells also tend to be less bound to the pseudo-reality checks that weapons usually have to abide by. All that being said, there is nothing in this that hinders one from having an AD&D style (or even more detailed) weapon list with many of the listed weapons having largely the same stats. That way the choice between a Bec de corbin and a Bill-Guisarme is largely flavor. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
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