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General Tabletop Discussion
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The problem with weapon damage resistances.
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<blockquote data-quote="TwoSix" data-source="post: 8584071" data-attributes="member: 205"><p>The problem is that the idea of preparing different tactics and logistics for various challenges sounds like a fun part of the game, but runs into the in-table reality that people mostly just want to hit things. And the players who really do like the preparation and logistical aspects of the game tend to play casters anyway.</p><p></p><p>Differentiating by equipment made more sense in the old-school eras because your ability to mechanically differentiate your characters was so limited; in modern games with multiple axes of customization it becomes much less necessary. Also, characters having "signature weapons" became a thing when weapon specialization became a rule, and is pretty much prevalent for warrior types across the broad spectrum of fantasy media.</p><p></p><p>So yea, sounds good in theory, but way too many trends push against it being a thing.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8584071, member: 205"] The problem is that the idea of preparing different tactics and logistics for various challenges sounds like a fun part of the game, but runs into the in-table reality that people mostly just want to hit things. And the players who really do like the preparation and logistical aspects of the game tend to play casters anyway. Differentiating by equipment made more sense in the old-school eras because your ability to mechanically differentiate your characters was so limited; in modern games with multiple axes of customization it becomes much less necessary. Also, characters having "signature weapons" became a thing when weapon specialization became a rule, and is pretty much prevalent for warrior types across the broad spectrum of fantasy media. So yea, sounds good in theory, but way too many trends push against it being a thing. [/QUOTE]
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The problem with weapon damage resistances.
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