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General Tabletop Discussion
*TTRPGs General
Weapons, armor, & gear: More or less?
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<blockquote data-quote="Verdigris" data-source="post: 1120557" data-attributes="member: 13151"><p>I doubt that details like "rivited" or "smooth" can be accurately modeled. Plus, whats the major difference between one sword or another? They are hunks of sharp metal that chop, poke and crush.</p><p></p><p>There is another reason not to "stat" too much variety: many people won't roleplay with a really cool, exotic sword if its slightly worse than another, similar sword. You end up having to add odd rules to make each item unique enough to fill a niche.</p><p></p><p>Personally, I don't like "fantasy" weapons: I don't think in real life a double bladed axe or a "hooked hammer" is markedly superior to a regular one. If the weapon is balanced and heavy and sharp, it will be deadly in the proper hands.</p><p></p><p>So...give me flavor but not too many rules.</p><p></p><p>Just my opinion, though.</p></blockquote><p></p>
[QUOTE="Verdigris, post: 1120557, member: 13151"] I doubt that details like "rivited" or "smooth" can be accurately modeled. Plus, whats the major difference between one sword or another? They are hunks of sharp metal that chop, poke and crush. There is another reason not to "stat" too much variety: many people won't roleplay with a really cool, exotic sword if its slightly worse than another, similar sword. You end up having to add odd rules to make each item unique enough to fill a niche. Personally, I don't like "fantasy" weapons: I don't think in real life a double bladed axe or a "hooked hammer" is markedly superior to a regular one. If the weapon is balanced and heavy and sharp, it will be deadly in the proper hands. So...give me flavor but not too many rules. Just my opinion, though. [/QUOTE]
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