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Why do weapons have different damage in 4e?
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<blockquote data-quote="Lizard" data-source="post: 4232306" data-attributes="member: 1054"><p>Seriously. </p><p></p><p>If hit points are now purely narrative (as both the minion and healing rules indicate), then why cling to the simulationist (and actually not entirely accurate) notion of differential weapon damage? Why not have weapon damage be CLASS based, as a reflection of general combat prowess, i.e,</p><p></p><p>Wizard-types: 1d6 base</p><p>Rogue-types:1d8 base</p><p>Fighter-types:1d10 base</p><p></p><p>Have feats to increase damage. The actual weapon you use is a "special effect". Want to play a fighter with twin blades? You do 1d10. A fighter with a massive axe? 1d10. A fighter with bare-knuckle brawling? 1d10.</p><p></p><p>"Balance" weapons with special effects -- light blades use Dex, not Str. An axe does double damage against objects. Bare knuckles can do lethal or non lethal. But damage? Remains the same. Weapons might open up different feats or allow different exploits, but raw damage is purely based on class skill.</p><p></p><p>(You may wish to have a division between 2 handed fighting (either two weapons or one two handed weapon), and weapon-and-shield fighting, come to think of it. So you'd have two damage numbers per class, or maybe just "If you give up a shield, you do +2 damage")</p><p></p><p>I've got to think on this. If nothing else, it might make an interesting PDF. It certainly frees players to make the character they imagine, without needing to battle with mechanics. Your rapier-wielding fencer no longer has greataxe envy, and if your wizard wants to wield a longsword, well, fine, but he's not going to do much damage with it due to his low martial skill.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4232306, member: 1054"] Seriously. If hit points are now purely narrative (as both the minion and healing rules indicate), then why cling to the simulationist (and actually not entirely accurate) notion of differential weapon damage? Why not have weapon damage be CLASS based, as a reflection of general combat prowess, i.e, Wizard-types: 1d6 base Rogue-types:1d8 base Fighter-types:1d10 base Have feats to increase damage. The actual weapon you use is a "special effect". Want to play a fighter with twin blades? You do 1d10. A fighter with a massive axe? 1d10. A fighter with bare-knuckle brawling? 1d10. "Balance" weapons with special effects -- light blades use Dex, not Str. An axe does double damage against objects. Bare knuckles can do lethal or non lethal. But damage? Remains the same. Weapons might open up different feats or allow different exploits, but raw damage is purely based on class skill. (You may wish to have a division between 2 handed fighting (either two weapons or one two handed weapon), and weapon-and-shield fighting, come to think of it. So you'd have two damage numbers per class, or maybe just "If you give up a shield, you do +2 damage") I've got to think on this. If nothing else, it might make an interesting PDF. It certainly frees players to make the character they imagine, without needing to battle with mechanics. Your rapier-wielding fencer no longer has greataxe envy, and if your wizard wants to wield a longsword, well, fine, but he's not going to do much damage with it due to his low martial skill. [/QUOTE]
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Why do weapons have different damage in 4e?
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