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<blockquote data-quote="nopantsyet" data-source="post: 1964248" data-attributes="member: 3109"><p>Bah! For how much of the life of a campaign is a base, unimproved weapon in use? That includes all magical buffs that increase any aspect of weapon performance. Not very long in a normal D&D game. At some point, buffs and magic items account for a bigger part of performance than the weapon itself.</p><p></p><p>Point is, I think the need for balance in weapon stats is not so granular. Abilities, feats, and class all eventually stand to make more of a difference than base weapon type. I think that was probably what the designers were going for. Enough balance to make it 'realistic enough," but not so much that the wielder of a particular weapon would have an enormous, ongoing advantage over someone else. <em>(Rules-mathemeticians need not refute. We all know 99% of all statistics are made up on the spot, and that's not what makes the game fun anyway.)</em></p><p></p><p>To make things interesting, I frequently come up with some weapon variants that are more interesting and perform better or differently than the norm. I find that the "drop one, raise another" method works fine. But also, a dagger made of special steel that grants it an exceptionally sharp edge (1d6) is a fun way to provide a PC with a nice boost that's different from the standard "+1."</p><p></p><p>Arms & Armor from Bastion Press is a nice supplement to provide some researched alternatives.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1964248, member: 3109"] Bah! For how much of the life of a campaign is a base, unimproved weapon in use? That includes all magical buffs that increase any aspect of weapon performance. Not very long in a normal D&D game. At some point, buffs and magic items account for a bigger part of performance than the weapon itself. Point is, I think the need for balance in weapon stats is not so granular. Abilities, feats, and class all eventually stand to make more of a difference than base weapon type. I think that was probably what the designers were going for. Enough balance to make it 'realistic enough," but not so much that the wielder of a particular weapon would have an enormous, ongoing advantage over someone else. [i](Rules-mathemeticians need not refute. We all know 99% of all statistics are made up on the spot, and that's not what makes the game fun anyway.)[/i] To make things interesting, I frequently come up with some weapon variants that are more interesting and perform better or differently than the norm. I find that the "drop one, raise another" method works fine. But also, a dagger made of special steel that grants it an exceptionally sharp edge (1d6) is a fun way to provide a PC with a nice boost that's different from the standard "+1." Arms & Armor from Bastion Press is a nice supplement to provide some researched alternatives. [/QUOTE]
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