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<blockquote data-quote="TwinBahamut" data-source="post: 3930321" data-attributes="member: 32536"><p>I think those weapon stats are unnecessarily complicated, and your attempts at making things more realistic are incomplete, resulting in stats that are even more unrealistic than the 3E stats.</p><p></p><p>Things such as center of balance, leverage, slashing vs. stabbing, weapon weight and construction, etc are all <em>incredibly</em> important, but are not taken into account into your design. As such, your design is only focusing on a small part of the picture.</p><p></p><p>An example of this is how you compare a spear to a dagger on a stick. Certainly, in construction of the blade itself, this is true. However, the stick makes a huge difference in leverage and balance. If you compare the maximum speed and energy in which a person can swing a knife, and the speed and energy of a swinging spear-tip, you will find that the spear, due to a wider arc and greater impulse, will move a lot faster and carry a lot more energy.</p><p></p><p>Really, the best way to implement weapons is just to give them a very generalized set of stats, and try to avoid focusing too much on the specifics. Otherwise, you get bogged down wondering how to implement the countless variables of weapons, and start missing things.</p><p></p><p>I actually like the approach they seem to be taking in 4E. There is no indication that we are going to see a big difference in weapon stats, but more weapons are going to be differentiated by fighter talents and maneuvers. In other words, the weapons are going to be differentiated based on <em>how they are used</em>, rather than their basic features. I think that is the best possible approach.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3930321, member: 32536"] I think those weapon stats are unnecessarily complicated, and your attempts at making things more realistic are incomplete, resulting in stats that are even more unrealistic than the 3E stats. Things such as center of balance, leverage, slashing vs. stabbing, weapon weight and construction, etc are all [i]incredibly[/i] important, but are not taken into account into your design. As such, your design is only focusing on a small part of the picture. An example of this is how you compare a spear to a dagger on a stick. Certainly, in construction of the blade itself, this is true. However, the stick makes a huge difference in leverage and balance. If you compare the maximum speed and energy in which a person can swing a knife, and the speed and energy of a swinging spear-tip, you will find that the spear, due to a wider arc and greater impulse, will move a lot faster and carry a lot more energy. Really, the best way to implement weapons is just to give them a very generalized set of stats, and try to avoid focusing too much on the specifics. Otherwise, you get bogged down wondering how to implement the countless variables of weapons, and start missing things. I actually like the approach they seem to be taking in 4E. There is no indication that we are going to see a big difference in weapon stats, but more weapons are going to be differentiated by fighter talents and maneuvers. In other words, the weapons are going to be differentiated based on [i]how they are used[/i], rather than their basic features. I think that is the best possible approach. [/QUOTE]
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