TwinBahamut
First Post
I really like the idea of weapon damage types, partly because I've seen them put to very good use in several videogames that treated them the same way as elemental damage types like lightning, ice, and fire. They make weapon attacks more interesting, and give distinct advantages and disadvantages to different weapons. The important part, though, is making sure that enemies have either vulnerabilities or resistances to the different types on a regular basis.
Still, I've never really been fond of the system of piercing, slashing, and bludgeoning damage. It feels incomplete and inaccurate. There is a big difference between the way an axe deals damage and the way a sword deals damage. There is a big difference between the way a rapier pierces and a heavy war-hammer (pick, whatever you want to call it) pierces. The difference between piercing and slashing gets a little vague for the tip of a broadsword or an arrow. It's something of an open question if guns even fall into one of those categories.
I almost wonder if it would be reasonable to either create more types (giving the big heavy weapons like axes and maces a separate type from lighter weapons like swords and quarterstaves), to consolidate types, or to even stack types so that a single weapon might use multiple qualities (so that an axe is both slashing and whatever a "heavy" type would be).
Still, I've never really been fond of the system of piercing, slashing, and bludgeoning damage. It feels incomplete and inaccurate. There is a big difference between the way an axe deals damage and the way a sword deals damage. There is a big difference between the way a rapier pierces and a heavy war-hammer (pick, whatever you want to call it) pierces. The difference between piercing and slashing gets a little vague for the tip of a broadsword or an arrow. It's something of an open question if guns even fall into one of those categories.
I almost wonder if it would be reasonable to either create more types (giving the big heavy weapons like axes and maces a separate type from lighter weapons like swords and quarterstaves), to consolidate types, or to even stack types so that a single weapon might use multiple qualities (so that an axe is both slashing and whatever a "heavy" type would be).