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*Dungeons & Dragons
The Missing Equipment
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<blockquote data-quote="Lancelot" data-source="post: 6676012" data-attributes="member: 30022"><p>Count me as one of the fans who <strong>isn't</strong> saying there is equipment missing from the game. I certainly don't believe there's enough missing equipment to warrant a book.</p><p></p><p>My own take on adding more equipment is: do it (where relevant) in an adventure path or setting-specific supplement. Have a paragraph on hoopaks if you're doing Dragonlance. Do something specific for Dark Sun. Baatorian green steel weapons for Planescape. Etc.</p><p></p><p>But, to answer the questions above...</p><p></p><p>1) Depends on the setting. I'd lean towards creating an exotic weapons category simply to discourage widespread use of unusual weapons, unless those weapons are inherently inferior to the standards. Personally, I'd rather have the standard PH weapons be the <em>best possible</em> mechanical options. Alternate weapon types shouldn't be carefully balanced to fit with them. In most cases, they should be strictly inferior. Bone and wood weapons were all that were available to some cultures, but they're going to come up short against a typical longsword. Heck, a <em>koto</em>-era (medieval) katana is going to come up short against regular (medieval) longswords due to limitations in Japanese forging capabilities of the time, and the katana's total reliance on a single-edged cutting stroke (versus plate or chain armors of the same era).</p><p></p><p>2) I'd prefer no variance in shields. Or, if there must be some variance, two varieties: the optimal PH option, and a substandard shield (light wood, hide stretched over frame, etc) that only gives a +1 option.</p><p></p><p>3) I'd like to see some sub-standard armors that reflect different cultures or very specific purposes. Aquatic armors that are better suited to sea elves and sahuagin, but are terrible on dry land. Bone armor that has a very specific benefit for undead or necromancers, but is otherwise pretty terrible in combat. I'd hate to see any armor that provides a legitimately better option in <em>most</em> circumstances to what already appears in the PH.</p><p></p><p>4) No. I don't need to see the 30 different polearms from the 1e AD&D Unearthed Arcana appendix. And I especially don't need to see double-axes, double-swords, urgroshes, or any other weapon which has a much greater chance of slicing your friend's (or your own) head off than provide a real advantage against your opponent.</p><p></p><p>Lest I sound too much like a killjoy, please note that all above statements are couched in terms of: "this is my opinion, and pertain to my game only". If your group's enjoyment is enhanced by double-axes and bec-de-corbins and buster swords and dual-wielded uzis, then that's cool. My own preference is for any new options to be something cultural or flavorful, rather than offering a mechanical improvement (or even carefully-balanced-and-equal alternative) to the widely used options already in the PH. Those options are widely used <em>because</em> they're generally regarded as the pinnacle of weapon and armor development in the D&D world.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6676012, member: 30022"] Count me as one of the fans who [B]isn't[/B] saying there is equipment missing from the game. I certainly don't believe there's enough missing equipment to warrant a book. My own take on adding more equipment is: do it (where relevant) in an adventure path or setting-specific supplement. Have a paragraph on hoopaks if you're doing Dragonlance. Do something specific for Dark Sun. Baatorian green steel weapons for Planescape. Etc. But, to answer the questions above... 1) Depends on the setting. I'd lean towards creating an exotic weapons category simply to discourage widespread use of unusual weapons, unless those weapons are inherently inferior to the standards. Personally, I'd rather have the standard PH weapons be the [I]best possible[/I] mechanical options. Alternate weapon types shouldn't be carefully balanced to fit with them. In most cases, they should be strictly inferior. Bone and wood weapons were all that were available to some cultures, but they're going to come up short against a typical longsword. Heck, a [I]koto[/I]-era (medieval) katana is going to come up short against regular (medieval) longswords due to limitations in Japanese forging capabilities of the time, and the katana's total reliance on a single-edged cutting stroke (versus plate or chain armors of the same era). 2) I'd prefer no variance in shields. Or, if there must be some variance, two varieties: the optimal PH option, and a substandard shield (light wood, hide stretched over frame, etc) that only gives a +1 option. 3) I'd like to see some sub-standard armors that reflect different cultures or very specific purposes. Aquatic armors that are better suited to sea elves and sahuagin, but are terrible on dry land. Bone armor that has a very specific benefit for undead or necromancers, but is otherwise pretty terrible in combat. I'd hate to see any armor that provides a legitimately better option in [I]most[/I] circumstances to what already appears in the PH. 4) No. I don't need to see the 30 different polearms from the 1e AD&D Unearthed Arcana appendix. And I especially don't need to see double-axes, double-swords, urgroshes, or any other weapon which has a much greater chance of slicing your friend's (or your own) head off than provide a real advantage against your opponent. Lest I sound too much like a killjoy, please note that all above statements are couched in terms of: "this is my opinion, and pertain to my game only". If your group's enjoyment is enhanced by double-axes and bec-de-corbins and buster swords and dual-wielded uzis, then that's cool. My own preference is for any new options to be something cultural or flavorful, rather than offering a mechanical improvement (or even carefully-balanced-and-equal alternative) to the widely used options already in the PH. Those options are widely used [I]because[/I] they're generally regarded as the pinnacle of weapon and armor development in the D&D world. [/QUOTE]
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