Montag, August 05, 2013

The cool weapons are magical

Why I like 1d6 damage for all weapons

The formula higher price equals more damage in combat is - I think - not valid. In some instances a high price resembles the cost and effort to produce a weapon of high quality. Scarcity is a factor, too; and when it comes to social status not every weapon might be available to everyone. Some weapons are decorative, and very expensive, but not made for combat use.

A character can pick up a rock and use it as a weapon. Or a heavy stick to have longer reach, and better leverage. Are the properties of these tools reflected in the damage code? No. So, why - in an abstract game system - should the difference between knife, dagger, two-handed sword, long sword, or any other weapon be of any concern? Because some players feel the cool weapons ought to get better damage dice? (They feel they ought to win, too...) *Well*. What about skill?

Old school games like Basic Fantasy do not simulate combat realistically, they use abstract combat rules; so you have to be careful about applying house-rules to the system, or you might unbalance it. And I'm not talking about character-power-game-balance. If you add detail to one part of the system, you might want to consider why you would omit detail in other parts. Rules for character emotions, mental health, diseases, infections, allergies are, if at all, only implemented as abstract as possible. Because you wouldn't want to have your characters mess around with soap, would you?

Obviously, it is cool to get a better weapon

I agree, and that's what magic weapons are there for. There is no need to fuss about the different qualities of metals, or grinds used for knife-making. You, and your GM may consider it for fluff and descriptions, even for story purposes (find out about the Secret Metallurgy of the Lunta Dwarves, for example), but in game stats it is still a knife, dagger, whatever and inflicts 1d6 points of damage. Allow for a +1 bonus to attack, if the weapon is of exceptional (non-magical) quality; even consider +1 damage, if you're keen on it, but let it not be the norm. And the weapons need to be maintained in order to keep their edge, might break because of abuse, get lost, or stolen.

The cool weapons are magical, and they have either to be given to you, or you have to aquire them through purchase, quest, or dumb luck.

Choose the right tool for the job

The reason why I write about this much-written-about-topic is this: I considered buying an outdoor knife. (Something I have no real use for, but wanted ever since I was a kid)
During my research I learned a lesson: not only do guitarists talk and blah about their equipment, roleplaying gamers about their systems, but outdoor-friends, and part-time experts do the same about their knives, and stuff; (but more about knives than stuff.) Often to the extent that equipment talk, and viral marketing becomes more important than the activities the equipment was made for.

To make a long story short, I chose a Mora Companion; simply because the Mora of Sweden knives are affordable, and I like the concept (design, color, production). I'd like to add, that I love the Flaxwood guitars made in Finland, too. Seems to me, the Scandinavians have a knack for innovation, and design. There's even this nice old school game called Lamentations of the Flame Princess from Finland.

So much for the equipment talk, and viral marketing.

Move along, now. Play a game. (You may want to use some of the magic items found on Mad-Kyndalanth.)

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