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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="loverdrive" data-source="post: 9765228" data-attributes="member: 7027139"><p>I think there are "genres" to complexity.</p><p></p><p>The kind of complexity that we often imagine when talking about, well, complexity is the book-keepy annoying kind of one. Many people don't like it — I'm among them.</p><p></p><p>If anything, my proposal can be a simplification — now, "I don't want to read the rules, give me a simple class" kind of people can skip on reading or thinking about different weapon types. <em>"Uhhhh is a longsword better than a shortsword? What should I pick? What? Feats? Girlie I'm just here to smack people with a stick, give me something simple!"</em> (pretty much a verbatim thing I've said myself) is excised entirely: you only read one weapon at a time. You don't have a million options, you only have one, maybe two.</p><p></p><p>You inflict a critical hit so strong your sword itself snaps from the impact! You grab another weapon and it's.... [roll on a weapon table] a spear! GM hands you a piece of paper that says:</p><p></p><p></p><p>And you get to do something new without being overloaded with complexity. You get to protect people for a while, then deliver another crit (and break your spear), roll, say, a pile of daggers (and, idk, get to do a lot of attacks? one attack, one attack from Nick property, bonus action attack for two-weapon fighting? Something like that?)</p><p></p><p>So a "smack people with a stick" player gets to play around with different (yet still simple) playstyles without delving deep into the rules and reading different feats and whatnot.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9765228, member: 7027139"] I think there are "genres" to complexity. The kind of complexity that we often imagine when talking about, well, complexity is the book-keepy annoying kind of one. Many people don't like it — I'm among them. If anything, my proposal can be a simplification — now, "I don't want to read the rules, give me a simple class" kind of people can skip on reading or thinking about different weapon types. [I]"Uhhhh is a longsword better than a shortsword? What should I pick? What? Feats? Girlie I'm just here to smack people with a stick, give me something simple!"[/I] (pretty much a verbatim thing I've said myself) is excised entirely: you only read one weapon at a time. You don't have a million options, you only have one, maybe two. You inflict a critical hit so strong your sword itself snaps from the impact! You grab another weapon and it's.... [roll on a weapon table] a spear! GM hands you a piece of paper that says: And you get to do something new without being overloaded with complexity. You get to protect people for a while, then deliver another crit (and break your spear), roll, say, a pile of daggers (and, idk, get to do a lot of attacks? one attack, one attack from Nick property, bonus action attack for two-weapon fighting? Something like that?) So a "smack people with a stick" player gets to play around with different (yet still simple) playstyles without delving deep into the rules and reading different feats and whatnot. [/QUOTE]
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