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<blockquote data-quote="ComradeGnull" data-source="post: 6012249" data-attributes="member: 6685694"><p>In general, 'realism' and 'historical accuracy' are rabbit holes I would prefer for D&D to avoid disappearing down. I have read thousands of debates about 'accuracy' where weapons and armor are concerned over the years, but I've yet to read one that was a) interesting or b) provided something that would be fun to use at the gaming table.</p><p></p><p></p><p></p><p>That's a strength in my eyes, rather than a weakness. That gives DMs and players lots of tools to tailor a campaign to a particular era by selectively and excluding things from the lists. I would be kind of annoyed if it was squashed down to '14th Century period-accurate only' and I needed another book if I wanted (say) Orcs who were stone-age primitives or an Elven culture that was at a Renaissance level of technology.</p><p></p><p>It would, however, be nice to have some guidance in the descriptions as to why certain items were used in some eras and not others.</p><p></p><p></p><p></p><p>That's the one 'realism' that I would tolerate- remove the pretend weapon proliferation like spiked chains and axes with another axe on the butt end and double-headed Gnomish Reverse Vampire Hammer/Crossbows. It's fine to have weapons that are more or less effective than their historical antecedents, it's fine to have weapons that are more or less common than they would have been in a real economy or in a particular time period. I don't need stats for pretend weapons, because typically either a) brokenly unbalanced in order to satisfy fanboy desires for 'cool' weapons with cool abilities or b) useless because they are just heavy or silly versions of real weapons, and provide no advantage to using them over the real weapon.</p><p></p><p>For Squidbillies viewers: No truck-boat-trucks in the core rules. They are fine as Dragonlance Gnome/Kender comic relief, but can easily be re-fluffed from a real weapon if someone really wants them.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 6012249, member: 6685694"] In general, 'realism' and 'historical accuracy' are rabbit holes I would prefer for D&D to avoid disappearing down. I have read thousands of debates about 'accuracy' where weapons and armor are concerned over the years, but I've yet to read one that was a) interesting or b) provided something that would be fun to use at the gaming table. That's a strength in my eyes, rather than a weakness. That gives DMs and players lots of tools to tailor a campaign to a particular era by selectively and excluding things from the lists. I would be kind of annoyed if it was squashed down to '14th Century period-accurate only' and I needed another book if I wanted (say) Orcs who were stone-age primitives or an Elven culture that was at a Renaissance level of technology. It would, however, be nice to have some guidance in the descriptions as to why certain items were used in some eras and not others. That's the one 'realism' that I would tolerate- remove the pretend weapon proliferation like spiked chains and axes with another axe on the butt end and double-headed Gnomish Reverse Vampire Hammer/Crossbows. It's fine to have weapons that are more or less effective than their historical antecedents, it's fine to have weapons that are more or less common than they would have been in a real economy or in a particular time period. I don't need stats for pretend weapons, because typically either a) brokenly unbalanced in order to satisfy fanboy desires for 'cool' weapons with cool abilities or b) useless because they are just heavy or silly versions of real weapons, and provide no advantage to using them over the real weapon. For Squidbillies viewers: No truck-boat-trucks in the core rules. They are fine as Dragonlance Gnome/Kender comic relief, but can easily be re-fluffed from a real weapon if someone really wants them. [/QUOTE]
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