big dummy said:
I really don't think adding a reach bonus and a defensive bonus to each weapon would complicae combat in the least. Why should it? The reach bonus is no different than a magical or masterwork to-hit bonus, and you already have shields which give you a defense bonus.
Now your wizard can have that staff which can actually keep monsters at bay, (especially with the defensive fighting option)
To equalize shorter weapons, rule that the reach bonus doesn't apply when in grapple. In fact you give short weapons a close-fighting bonus in grapple. That works for thieves.
If you do just those things, you are already differentiating weapons substantially, and you have already made combat more nuanced without complicating it really at all. And I know it doesn't slow anything down because I have houseruled this and we ran our campaign this way all last year. I have a couple of friends who have also tried this out with success.
As for monsters, they all have their natural armor (if any) listed seperately already in the Monster Manual.
There are a lot of other steps you can take (like armor as damage reduction as many D20 and oGL games already do), but like I said, thats a good start right there.
BD
Fair enough BD, but, as you say, you can find areas where you need to make more changes already - grappling for instance.
Also, maybe I was misunderstanding, but didn't you mean that particular weapon types would be more effective vs certain armor
types not armor classes. That's what I meant by the Monster Manual getting more complicated.
After all, a creature might have +5 Natural Armor because it's like a rhino and has a really thick hide - making it susceptable to slashing weapons and resistant to bludgeoning - or it might have a chitinous shell like a bug - making it highly resistant to slashing but susceptable to piercing. Even though they both have the same armor bonus, the adjustments by weapon type are changed.
I'm certainly not saying it's impossible. And, as you say there are more than a few variants floating around that use this. I just would not personally want to see this in core rules. For many people, the difference between a 4 pound sword and a 3 pound sword doesn't mean anything. In the same way, they don't care that a dagger might be more effective vs plate mail than a longsword. It just doesn't add anything to the game for them.
And, I've a sneaking suspicion that "they" might be in the majority of gamers. Those who want historical accuracy in a fantasy RPG are quite possibly in a minority. If that is true, then having variant combat rules as an add on is a good idea.
In other words, BD, I agree with you 100%, but, I know for a fact that you will never see this in core DnD.