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The rapier problem
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8769829" data-attributes="member: 11760"><p>I love swashbuckling characters, I do. But there should not be one best weapon in the game for a huge swath of characters. But right now, there is: the rapier.</p><p></p><p>If I want to make a genasi Thief of Bagdad style swashbuckler, I will be costing myself damage output (the main contribution swashbucklers bring to a party) by going with a scimitar instead of a rapier. Likewise a halfling thief with a short sword, or any other aesthetic choices that are, by the math, "wrong."</p><p></p><p>(See also no one using slings or a host of other weapons, because it's never the right decision to make.)</p><p></p><p>I'm not sure what the fix is.</p><p></p><p>Make weapon stats more similar, with only flavor between them? I believe there's an OSR game (maybe either the White or Black Hack) where every class does a set amount of damage, no matter what weapon they're using.</p><p></p><p>Make weapon stats far more complex, with every weapon being situationally good? The odds are that there will still be a "best" weapon and it'll just take the hardcore math types throwing everything into a spreadsheet to determine what it is.</p><p></p><p>What do you think? Is this a problem in your game? Have you attempted to fix it in some fashion?</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8769829, member: 11760"] I love swashbuckling characters, I do. But there should not be one best weapon in the game for a huge swath of characters. But right now, there is: the rapier. If I want to make a genasi Thief of Bagdad style swashbuckler, I will be costing myself damage output (the main contribution swashbucklers bring to a party) by going with a scimitar instead of a rapier. Likewise a halfling thief with a short sword, or any other aesthetic choices that are, by the math, "wrong." (See also no one using slings or a host of other weapons, because it's never the right decision to make.) I'm not sure what the fix is. Make weapon stats more similar, with only flavor between them? I believe there's an OSR game (maybe either the White or Black Hack) where every class does a set amount of damage, no matter what weapon they're using. Make weapon stats far more complex, with every weapon being situationally good? The odds are that there will still be a "best" weapon and it'll just take the hardcore math types throwing everything into a spreadsheet to determine what it is. What do you think? Is this a problem in your game? Have you attempted to fix it in some fashion? [/QUOTE]
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