hawkeyefan
Legend
So mechanical choices linked to non class features (weapon selection) is meaningful but mechanical choices linked to class features (Fighting style.. which is weapon selection for fighters) isn't meaningful? I don't see the difference, these are all mechanical choices that drive presentation of your character.
I honestly do not understand your point sorry.
The stuff about classes not being balanced is a bit of a red herring, I mean, I agree the martial classes are not as good as the magic using classes, not in the least because martial classes don't have meaningful choices in combat because spells have become the mechanic by which you interact with the world. However, they are supposed to be balanced against each other, so let's take that as given for the moment.
You need to make it have magical properties, because otherwise when you fight the angry ghosts of your fathers killers you cannot use your fathers weapon against them! It would be very disappointing in the climatic fight if you then had to consult your golf bag and find a magical axe or something, would detract from the symbolism.
But all of this is me with my DMing hat on removing your player agency, because your decision to be mechanically ineffective was supposedly meaningful!
No, I never said that choices between class options were meaningless. All I said was a player's choice of a weapon that does less damage due to story related reasons was meaningful. Doesn't change anything about other choices.
My point is that the small dip in damage that you describe as making a character "ineffective" is not that severe. I don't see it as making the character less effective or about punishing the character. It's their choice and I understand why they did it.
And with 5E, he can still use the weapon against those ghosts. They would just ignore half the damage. Perhaps by that point in the game, there could be story reasons to alter the mechanics, but it depends on how that specific game scales.
Regarding the classes, they idea is that they're balanced in the sense that each can be effective in the game, yes. But each class serves a different purpose, and depending on what you want to do in the game, different classes will be better choices. This will certainly vary by player and by what they want to do in the game. So if I have an idea of playing a character who is a grizzled soldier who wields a claymore, certain classes are better choices.
Ultimately, I think I just have a different view that a minor dip in damage output at character creation isn't severe enough to need correction.
My answer to your rhetorical question is no.
The choice to wield my father's weapon with which I will avenge him versus my father's weapon, which I stole from him and which, one day when I am strong enough, I will use to kill him is not a purely aesthetic choice. (At least, not in any narrow or downplaying sense of "aesthetics"). That choice looks like it will shape my PC's goals, and hence my approach as a player, pretty significantly; and assuming that my GM pays attention to signals from players, it should affect the whole tone and content of the campaign.
I think this is why [MENTION=11831]The_Furious_Puffin[/MENTION] is making the comparison to choice of class, or choice of class feature: these are also choices that will shape my play of my PC pretty significantly, and should also - assuming my GM is paying attention - shape the tone and content of the game.
And speaking for myself again, I don't see how it makes the game better that this player - who has chosen a shortsword rather than a longsword - is less able to impact the fiction? How does it improve the game that his/her PC is (marginally) more likely to be killed by goblins (because less able to damage them in combat) before even making it to the dramatic confrontation with his/her father's killers?
That's not to say that the short sword has to be given damage equal to the longsword - though maybe it could. Allowing a new "Vow" slot for earning inspiration - as I mentioned a few posts upthread for the monk - might be another option. (I haven't done the maths more than very approximately in my head - the inspiration option probably becomes underpowered once Extra Attack kicks in, but up to that point it looks roughly OK.)
Also, to [MENTION=23]Ancalagon[/MENTION] - if we think the GM should "throw the player a bone" at some point, why should the mechanics not just handle this in the first place?
I think most choices are meaningful, as they do shape the game as you say. I don't disagree with Puffin about in class choices. They are meaningful as well. I just think that purely RP based choices can be meaningful as well.
I suppose that I think more than the math will impact the story? The fighter with the father's sword has given me material to draw from for story and adventure creation, so he's impacted the story more than a fighter who just chooses all his options based on game mechanics.
As for why he may need to be "thrown a bone", I don't know if it will be necessary, but that would vary depending on the specific game and how they handle certain scaling elements like magic items and the like.