The_Furious_Puffin
First Post
There's your issue. Context is important. The monk has other choices/effects that the fighter does not, and vice versa. If all you're doing is looking at damage choice A vs damage choice B and stripping out all the other context, then your analysis is flawed from the get go. As we say in the testing world, "garbage in, garbage out." Meaning, if you start with bad data, your result will always be bad.
The context is the symbolic significance of the choice to use your fathers weapon to get revenge. Why does the symbolic choice need to reduce that characters ability to influence the fiction?
The implication of your position that the mechanics supporting that symbolic choice creates meaning/drama is that your dad's dagger to avenge his death is *more dramatic* that using your dad's shortsword, which is again, more dramatic than using your dad's rapier.
I... don't agree.
[MENTION=48965]Imaro[/MENTION] The choice is switching weapons around to create choice of damage type vs unable to be disarmed. This seems fine.
[MENTION=6785785]hawkeyefan[/MENTION] Bottom line, it reduces that characters ability to influence the fiction mechanically. Why is the drama/meaning increased if his dad's weapon is a dagger, not a shortsword? Why is it in turn reduced if his father's weapon is a greatsword?
And I don't understand yours. Your "solutions" would remove my agency as a player. Whenever I make a choice that is meaningful to the character, but, in the DM's determination, sub-optimal mechanically, the DM would just "top it off"?
The really funny thing is this happens all the time and people don't notice. IF you go back to 3.5E discussion threads when people were talking about the monk or fighter sucking at high levels, you often get stuff like 'oh yeah, my DM gave me an armlet that lets me turn into a tiger and get all these kick ass bonuses!' or somimlar. You even see it in this thread when someone immediately suggested giving a player who'd gimped themselves a bonus to help out. You also see in DM advice pieces where it's like 'make sure you create situations where every character has a chance to shine.'
Of course, I disagree with you that meaningful player agency is being removed - but I disagree with you because I don't think their should be trap options. Trap options are bad. Once we've removed trap options, this is a non issue. Regardless of what your fathers weapon is, it's a valid mechanical choice, there is the drama of the story, we can all high five and go for it.
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