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Top 10 odd D&D weapons
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<blockquote data-quote="big dummy" data-source="post: 2896701" data-attributes="member: 41052"><p>I'd really, really like to see a crocodile bite through about a 3-4mm tempered steel breastplate ...</p><p></p><p></p><p></p><p>You stop where it starts to add complexity and / or it stops adding options and nuance to the game. Just as I did in the example above. There is no rule that says realism has to be all or nothing. After all, D&D uses all kinds of "real" things like people having to drink water or bows shooting arrows.</p><p></p><p> which is one of the reason there aren't any armor piercing slashing weapons that I know of historically. Every one I know of is a piercing or bludgeoning weapon.</p><p></p><p> I disagree... I would bet you that a flanged mace would be just as good at breaking bones under elephant hide as it would be at breaking bones under mail or plate armor. </p><p></p><p>Again, I do not think the mods I suggested actually make the game more complicated. The fact is a lot of people already use a lot of these because they actually make the game feel more internally consistent and they add nuance, give more options to players and DM alike, etc. etc. </p><p></p><p>I doubt genshou's game is being slowed down any by his litle houserule.</p><p></p><p></p><p></p><p></p><p>right, which is why it's only a baby step to add the features I mentioned.</p><p></p><p>D&D isn't a low-complexity game. The combat is actually fairly complex, it's just that a lot of the complexity is either in magic or in mechanics which frankly don't make all that much sense or don't flow well (grapple is a well known example of the latter)</p><p></p><p>All I'm talking about is adding a few features which do not necessarily make the game more complicated at all but do enhance it significantly by actuly give players and DM's more options, and to help things like the weapons and armor actually make a lot more sense (i.e. fit together in a more internally consistent manner).</p><p></p><p>BD</p></blockquote><p></p>
[QUOTE="big dummy, post: 2896701, member: 41052"] I'd really, really like to see a crocodile bite through about a 3-4mm tempered steel breastplate ... You stop where it starts to add complexity and / or it stops adding options and nuance to the game. Just as I did in the example above. There is no rule that says realism has to be all or nothing. After all, D&D uses all kinds of "real" things like people having to drink water or bows shooting arrows. which is one of the reason there aren't any armor piercing slashing weapons that I know of historically. Every one I know of is a piercing or bludgeoning weapon. I disagree... I would bet you that a flanged mace would be just as good at breaking bones under elephant hide as it would be at breaking bones under mail or plate armor. Again, I do not think the mods I suggested actually make the game more complicated. The fact is a lot of people already use a lot of these because they actually make the game feel more internally consistent and they add nuance, give more options to players and DM alike, etc. etc. I doubt genshou's game is being slowed down any by his litle houserule. right, which is why it's only a baby step to add the features I mentioned. D&D isn't a low-complexity game. The combat is actually fairly complex, it's just that a lot of the complexity is either in magic or in mechanics which frankly don't make all that much sense or don't flow well (grapple is a well known example of the latter) All I'm talking about is adding a few features which do not necessarily make the game more complicated at all but do enhance it significantly by actuly give players and DM's more options, and to help things like the weapons and armor actually make a lot more sense (i.e. fit together in a more internally consistent manner). BD [/QUOTE]
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