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Weapon oddities
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<blockquote data-quote="Pentegarn" data-source="post: 6356395" data-attributes="member: 100714"><p>In the past, I preferred seeing weapons that were mechanically different, much like the OP mentioned. But since playing Numenera and other RPGs, I've shifted to favor simpler choices.</p><p></p><p>Having most all weapons mechanically different gives the illusion of having more choices. But in reality, it restricts optimizing players to choosing certain weapons that are mechanically superior, while it punishes non-optimizing players who suffer the consequences of basing their choice on role play. This leads to a few mechanically superior weapons becoming commonplace while the rest are hardly seen or used unless it's by NPCs. By using simpler mechanics and choices, you see more variety, and players can feel more free to use the weapons they "see" their characters using when they envision them.</p><p></p><p>Same can be said for armor. I'd be happy with a system that only separates them as light, medium, and heavy. This would allow players to look as they wish without punishing role play choices with bad or less optimized mechanics.</p><p></p><p>You can argue both sides. Just go with what you prefer. If you wish to see more mechanical diversity, house rule it in. More simplicity? Again, house rules. Or just leave it as it is if it doesn't matter that much. After all, that'd be the simplest solution.</p></blockquote><p></p>
[QUOTE="Pentegarn, post: 6356395, member: 100714"] In the past, I preferred seeing weapons that were mechanically different, much like the OP mentioned. But since playing Numenera and other RPGs, I've shifted to favor simpler choices. Having most all weapons mechanically different gives the illusion of having more choices. But in reality, it restricts optimizing players to choosing certain weapons that are mechanically superior, while it punishes non-optimizing players who suffer the consequences of basing their choice on role play. This leads to a few mechanically superior weapons becoming commonplace while the rest are hardly seen or used unless it's by NPCs. By using simpler mechanics and choices, you see more variety, and players can feel more free to use the weapons they "see" their characters using when they envision them. Same can be said for armor. I'd be happy with a system that only separates them as light, medium, and heavy. This would allow players to look as they wish without punishing role play choices with bad or less optimized mechanics. You can argue both sides. Just go with what you prefer. If you wish to see more mechanical diversity, house rule it in. More simplicity? Again, house rules. Or just leave it as it is if it doesn't matter that much. After all, that'd be the simplest solution. [/QUOTE]
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