|
6 months ago ::
Dec 05, 2012 - 5:21AM
#51
|
Date Joined:
Jul 18, 2007
|
Right, so I updated my blog with the way I'm handling weapons in a little side project. Posting the link because I'm not going to try to repost the whole article via phone. Link: community.wizards.com/arderkrag/blog/201...
|
|
|
|
6 months ago ::
Dec 05, 2012 - 5:42AM
#52
|
Date Joined:
Jan 15, 2009
|
So I would love to see some more realism in the treatment of weapons. Many people have false images of certain weapons, which have been perpetuated by the media.
For example, the katana is normally a two handed weapon. It can however be wielded in one hand. The combination Katana/ Wakizashi was worn by samurai, but generally only one sword was used at a time. The idea of dual wielding both swords came about as a media schtik to make things cooler. The katana was used in outdoor combat, where there is more space to swing a sword, and used strength as well as the leverage of the blade to cut opponents in half. The wakizashi was used to slay downed enemies or in indoor/ close-quarters combat, where there was less space to swing a blade, and where the katana would be akward. This supports the katana being a bastard sword that is not finessable.
You are right.. I blame myth and legend.
The real life difference beween a force based fighting style and a deception and precision based style is not that bound up in the weapons.. a two handed sword is capable of incredible speed and precicison and involves less need for large body motion for instance than a dagger... but can be used with huge amounts of physical lunging.
|
|
|
|
6 months ago ::
Dec 05, 2012 - 7:12AM
#53
|
Date Joined:
Jan 10, 2012
|
Right away, there is no meaningful difference between the spear and trident. Raising the trident damage to 1d8 on the Basic Weapon chart is one option, but doing so dictates that it should also be made two-handed. This would invalidate the 'trident and net' fighting style. As such, the trident was graduated to a Martial Weapon.
I think the trident should also allow you to pin a weapon. Those prongs are actually very usefull in combat. I think that the trident and spear should be one or two handed. Clearly they are different weapons and I wouldn't roll them up into one weapon and call it a spear.
The katana is the only overtly Eastern weapon on the list, and oddly two-handed. The katana and wakizashi should be married together, one in each hand. The katana has been dropped for now but should be earmarked for another chart (possibly Eastern Weapons).
The Katana is there because our modern culture has an odd fascination with that weapon. As a result, many campaign settings have eastern elements in them (like the forgotten realms). There is however no logical reason why it should be on the list at all. It's just an iron age sword and there really isn't anything special about it. It's just a Bastard sword.
There is less redundancy on the Martial Weapon chart, but some oddities stand out. The throwing axe does more damage than the handaxe, but can't be thrown as far for some reason. Sure, I suppose that's balanced, but it would feel more consistent if these weapons were fused together and given a shorter throwing range (certainly less than a javelin) and kept on the Basic Weapon chart (as a commoner weapon). Another quirk of this weapon chart is the bastard sword. It can only be wielded two-handed -- for the first time in D&D history -- despite having long been established as a one or two-handed weapon. The bastard sword on this chart can be treated as a longsword when wielded single-handedly and a bastard sword when wielded two-handed.
Yes, throwing axes are different than hand axes. One is balanced for throwing and the other isn't, but both can be thrown. The bastard sword should be one or two handed.
No redundancy here, but the halberd should also double as a spear dealing 1d6 damage. If we give the halberd 1d10 damage for the spear point, it makes the longspear redundant. Secondly, the maul weighs entirely too much. No weapon from any of these charts should weigh more than 15 pounds, even if D&D moves to an encumbrance system that accounts for awkwardness.
Many polearms like the Halberd should also have a hook feature that allows you to pull or knockdown your opponent. Dismounting options should also be available to these wepaons when the mounted combat rules are presented in the playtest. Actually, there are many weapons that should have dismounting capabilities, including the two handed sword. The long spear is just a simple spear weapon and isn't as specialized as the Halberd. I see no reason why the haulberd's blade can't do the same damage as a long spear. It's basically 3 weapons in one a spear, an axe, and a hook.
The crossbow shows up for the first time, but with a galling restriction. An action is needed to reload. Considering that bows do not suffer this restriction, can be fired at greater distances, and only deal 1 less average point of damage, crossbows are destined to be passed over by adventurers. Sure, you can fire crossbows while prone and behind cover (albeit with a –2 penalty according to the current prone rules), but in order to make them no less useful than bows, they need some kind of advantage. Regarding range, the hand crossbow feels short-changed next to the dart and sling. Improving the range to 50/200 certainly donesn't break the bank. Lastly, the damage of improvised objects has been increased to 1d3 for the simple reason that 1d2 is pitiful.
Crossbows don't require the training that a bow does and that's it's main advantage in war. That doesn't really translate well into the game, except that most guards and/or untrained soldiers would be using them. I would remove the penalty from firing while prone or behind cover and I'd give it a free shot at the start of the encounter if already pre-loaded. Perhaps 5e can include a take Aim action that grants a +1 attack and a free shot on the surprise round.
Giving the throwing hammer a separate entry seems a little nonsensical to me. Carrying around multiple 7 pound hammers for the sole purpose of chucking them feels more than a little ridiculous.
A dwarf might just do that. Still the entry needs to be there for those magical hammers that return to your hand.
|
|
|
|
6 months ago ::
Dec 05, 2012 - 7:17AM
#54
|
Date Joined:
Jan 10, 2012
|
Chain Armor is better at defending against piercing damage, a fine idea.
What? Chain sucks against piercing weapons. It's great against slashing however.
|
|
|
|
6 months ago ::
Dec 05, 2012 - 8:01AM
#55
|
Date Joined:
Dec 21, 2007
|
I think a lot of effort is being put into fixing the details of something that doesn't even have a big picture yet. My "big picture" is that there are far too many weapons and far too few armors in the latest playtest. I think weapons and armor - as a concept - shouldn't be so overly complex, but they also shouldn't be meaningless. Weapons are far too complex at the moment with far too many options, and armor needs better grading of advancement - or else leave it out entirely and make it effectively a one-time character creation choice like weapons. Personally, I dislike "max Dex" anything for armor, and I'm glad it hasn't shown up yet. The idea that you could find a better piece of armor but it makes your total defense worse is just unintuitive and needlessly frustrating. I prefer the often-thrown-around idea of minimum Str instead: it's a more obvious mechanic and for what its worth, it's more like actually using armor ("realistic" is a word I am hesitant to use). I also like the idea of taking out "fantasy-only" weapons and making them more of an options package, but I also know that things like spiked maces still hold a place in some people's hearts, and it's not like we can't just houserule that sort of thing.
|
|
|
|
6 months ago ::
Dec 05, 2012 - 9:20AM
#56
|
|
|
So It was late at night when I last posted, but I also wanted to clear up another misconception about the Katana. like dmgorgon said, tha katana is simply a bastard sword. The Katana was extremely difficult to make, due to the process needed to make a good sword. Japan had inferior metal with varying carbon contents. The reason for the constant folding of the blades was because it made the carbon content of the blade more uniform. There is little difference in the cutting power of a Katana vs a bastard sword/ western sword. The extreme difficulty of making the blades did make them almost mythical due to their rarity, and were often named. This mysticism became the fascination of western culture, with the end assumption by many being that a katana is more special than other swords. More work, yes, better, no.
|
|
|
|
6 months ago ::
Dec 05, 2012 - 10:10AM
#57
|
Date Joined:
Jan 23, 2012
|
Chain Armor is better at defending against piercing damage, a fine idea.
What? Chain sucks against piercing weapons. It's great against slashing however.
I'm glad I wasn't the only one with that thought. I saw the DR against piercing damage idea and thought "wait....what?"
Maille is definitely less protective against piercing attacks, as those attacks can get into and in-between the rings and split them. Against a slashing attack, however, they enable the force to be spread out a bit, and thus it isn't as effective.
The only downside I see here is going the same route as the confusing "Armor vs. Damage Type" table from 1st Edition (and maybe 2nd; I don't remember and don't have my books handy).
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
|
|
|
|
6 months ago ::
Dec 05, 2012 - 10:15AM
#58
|
Date Joined:
Jun 17, 2010
|
D&D weapons cannot, and should not, be bound by medieval realism because not all D&D campaign settings are based on medieval realism.
D&D Next = D&D: Quantum Edition
|
|
|
|
6 months ago ::
Dec 05, 2012 - 10:26AM
#59
|
Date Joined:
Jan 23, 2012
|
D&D weapons cannot, and should not, be bound by medieval realism because not all D&D campaign settings are based on medieval realism.
I see no reason for it not to be a module for those who want it. I'm fine with a relatively simple core that sits roughly in the middle of the scale, with modules handling the "excess fantasy" or "excess realism" ends of the scale.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon
@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
|
|
|
|
6 months ago ::
Dec 05, 2012 - 10:29AM
#60
|
Date Joined:
Jun 17, 2010
|
Which is why I used the word "bound"
D&D Next = D&D: Quantum Edition
|
|
|