Altamont Ravenard
Explorer
ArmoredSaint said:I absolutely do not want to see this come to pass. For me, half the fun of the game is the weapons and armour. Making them more abstract would be boring.
I don't get this sentiment.
Say they do something like this:
Generic Term: Axe
Type: slashing
Damage:
1H: 1d8
2H: 1d12
Crit: 20 / X32H: 1d12
Possible weapon names:
1H: Axe, Hatchet, Tomahawk, Throwing axe, Hand axe
2H: Greataxe, Halberd, Waraxe
2H: Greataxe, Halberd, Waraxe
Generic Term: Sword
Type: slashing
Damage:
1H: 1d8
2H: 2d6
Crit: 19-20 / X22H: 2d6
Possible weapon names:
1H: Cutlass, Scimitar, Machete, Katana, Longsword
2H: Greatsword, Flachion, Bastard Sword
2H: Greatsword, Flachion, Bastard Sword
Generic Term: Mace
Type: bludgeoning
Damage:
1H: 1d8
2H: 1d10
Crit: 20 / X32H: 1d10
Possible weapon names:
1H: Mace, Warhammer, Morningstar, Club
2H: Warclub, Maul, Great Mace
2H: Warclub, Maul, Great Mace
Wouldn't it make it more fun? I mean, you decide which kind of generic weapon you use, but you get to describe it as you want, and you wouldn't be mechanically disadvantages for making a sub-optimal choice for a signature weapon.
You could call your weapon a Fangblade, describe it as the ancestral weapon of your tribe, a long, flat, serrated blade with a crocodile-bone guard and have it behave mechanically the same as your buddy Björn's Viking Sword.
AR