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Why is bigger always better?
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<blockquote data-quote="Plane Sailing" data-source="post: 5624743" data-attributes="member: 114"><p>I understand the reasoning here, and I could easily believe that it is the rationale which has informed D&D since the days of Supplement 1, Greyhawk.</p><p></p><p>However, I think it doesn't do what the designers think it does. </p><p></p><p>Because if all weapons do the same damage, it gives the PCs *completed* freedom of choice! They can choose any weapon and describe how they use it effectively. But in a codified, bigger does more damage system, the range of _effective choices_ is much smaller! This is because such systems always result in some choices being simply mathematically better than others.</p><p></p><p>I would argue that this makes sense if you have an RPG where hit points represent physical damage that can be taken (like RuneQuest, with hit points per location); however, in an abstract HP game like D&D adding mechanical detail into the damage delivery mechanism doesn't necessarily make complete sense when dealing with an abstract HP mechanism. IMO two abstracts work better together!</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 5624743, member: 114"] I understand the reasoning here, and I could easily believe that it is the rationale which has informed D&D since the days of Supplement 1, Greyhawk. However, I think it doesn't do what the designers think it does. Because if all weapons do the same damage, it gives the PCs *completed* freedom of choice! They can choose any weapon and describe how they use it effectively. But in a codified, bigger does more damage system, the range of _effective choices_ is much smaller! This is because such systems always result in some choices being simply mathematically better than others. I would argue that this makes sense if you have an RPG where hit points represent physical damage that can be taken (like RuneQuest, with hit points per location); however, in an abstract HP game like D&D adding mechanical detail into the damage delivery mechanism doesn't necessarily make complete sense when dealing with an abstract HP mechanism. IMO two abstracts work better together! Cheers [/QUOTE]
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