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*Dungeons & Dragons
What’s So Great About Medieval Europe?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7985679" data-attributes="member: 6802951"><p>Before we get too far into this, do we want to turn it into a new thread? I wasn't going to respond specifically to this to avoid derailing.</p><p>(Of course, now it has turned into an actual discussion, its probably OK.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p></p><p> Bear in mind that when people think if a D&D Rapier, they often think of a smallsword or similarly small and light-bladed weapon.</p><p>A rapier was often as long as the (2-handed) historical longsword, and close to it in weight. The weight distribution is a little different, but the fact that it was wielded in one hand means it actually requires a stronger person to use it effectively.</p><p></p><p>The longsword's two-handed grip means that it is easier to use for a weaker person. However being more athletic still makes you better at using it, and being more athletic never stops you being able to better wield it. Speed and control of the blade is imparted by force exerted on the grip by the hands. Exert twice as much force, and the blade changes direction or cuts twice as fast, giving your opponent only half the time to respond. - And that is before you start considering feints, beats and pushes where your weapon is directly acting against your opponent's - as are common in many longsword techniques.</p><p></p><p> Combining offensive actions (striking, rapid maneuver of the weapon etc) to fall under Strength, and defensive actions (reflexes for parrying, balance to maneuver your body without being wrong-footed etc.) to fall under Dexterity as D&D does, is probably the best compromise.</p><p>Combining the two stats in assorted proportions as defensive modifiers or bonuses to attack with different weapons might be more realistic, but probably more complex than D&D's very simple combat system is build for.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7985679, member: 6802951"] Before we get too far into this, do we want to turn it into a new thread? I wasn't going to respond specifically to this to avoid derailing. (Of course, now it has turned into an actual discussion, its probably OK.) :-) Bear in mind that when people think if a D&D Rapier, they often think of a smallsword or similarly small and light-bladed weapon. A rapier was often as long as the (2-handed) historical longsword, and close to it in weight. The weight distribution is a little different, but the fact that it was wielded in one hand means it actually requires a stronger person to use it effectively. The longsword's two-handed grip means that it is easier to use for a weaker person. However being more athletic still makes you better at using it, and being more athletic never stops you being able to better wield it. Speed and control of the blade is imparted by force exerted on the grip by the hands. Exert twice as much force, and the blade changes direction or cuts twice as fast, giving your opponent only half the time to respond. - And that is before you start considering feints, beats and pushes where your weapon is directly acting against your opponent's - as are common in many longsword techniques. Combining offensive actions (striking, rapid maneuver of the weapon etc) to fall under Strength, and defensive actions (reflexes for parrying, balance to maneuver your body without being wrong-footed etc.) to fall under Dexterity as D&D does, is probably the best compromise. Combining the two stats in assorted proportions as defensive modifiers or bonuses to attack with different weapons might be more realistic, but probably more complex than D&D's very simple combat system is build for. [/QUOTE]
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