tag:blogger.com,1999:blog-4235572328009577701.post6566228678817147184..comments2024-03-22T05:09:24.512-04:00Comments on Spells and Steel: Real-world Weapons: The Arming SwordCharles Ahttp://www.blogger.com/profile/00941603544547428940noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4235572328009577701.post-85596295812299909272013-08-15T07:47:39.327-04:002013-08-15T07:47:39.327-04:00Fascinating and inspiring. Thanks for sharing! The...Fascinating and inspiring. Thanks for sharing! The way you describe it (or I understand it), weapons could be interpreted by their functions, not by the label (sword, ax, etc.). Different fighting styles arise from the functions a weapon has (like you describe with the sword).<br /><br />Standardized weapon categories always bugged me somewhat. D&D tried to regulate this with weapon restrictions, but I think that's counter-intuitive. And I really don't think that this kind of realism couldn't work with the abstract combat system D&D provides. At least in early editions (and without the focus on using miniatures). In our game we use class-based damage (basically the HD as damage) with weapon mastery (an additional die per level of mastery, usable for the things you just described, but oriented on the Rules Cyclopedia). So a M-U could use a sword, but is limited in his damage output (using the weapon not as effective as a fighter would). It reduces weapons to their function, making it a more tactical decision what should be used in a fight (man or beast, surroundings, etc.). At least that's what I'm aiming for, it gets a bit wonky at higher levels and I lack the expertise. But I believe it's one way to implement some realism, without disregarding the system at hand. That's one of the reasons I appreciate the insights you presented. Good stuff.<br /><br />Now I'm really curious about your opinions and research regarding shields.Jens D.https://www.blogger.com/profile/18394303166081684904noreply@blogger.comtag:blogger.com,1999:blog-4235572328009577701.post-25660926477496676102013-08-13T10:15:32.838-04:002013-08-13T10:15:32.838-04:00My personal opinion is that designing towards real...My personal opinion is that designing towards realism is a waste of time, but designing towards plausibility and verisimilitude is worthwhile.<br /><br />Rolling a d20 for the outcome of a fight is never going to be "realistic", but we can work towards making our fights believable and life-like.<br /><br />I hope that these articles help make people's combats a bit more vivid!<br /><br />Shields are coming, I have to do a bit more research first.Charles Ahttps://www.blogger.com/profile/00941603544547428940noreply@blogger.comtag:blogger.com,1999:blog-4235572328009577701.post-74687708829770374452013-08-13T00:53:16.709-04:002013-08-13T00:53:16.709-04:00I'm very strongly of the opinion that designin...I'm very strongly of the opinion that designing towards realism is generally a bad idea. However, it's extremely helpful to be familiar with realism, even when you're abstracting it. <br /><br />This was an immensely enlightening article. I'm looking forward to more (interested to hear about shields!) and I'll be flipping back through previous entries in the series as well. <br /><br />Thanks!LShttps://www.blogger.com/profile/15495083228566425216noreply@blogger.comtag:blogger.com,1999:blog-4235572328009577701.post-91205663538625894582013-08-02T16:23:27.981-04:002013-08-02T16:23:27.981-04:00Indeed - I think I see this series more as providi...Indeed - I think I see this series more as providing flavour and background to deepen GM's and player's understanding of the medieval world and medieval combat, as opposed to being directly rules-relevant.Charles Ahttps://www.blogger.com/profile/00941603544547428940noreply@blogger.comtag:blogger.com,1999:blog-4235572328009577701.post-57842941614557096292013-07-31T16:17:42.480-04:002013-07-31T16:17:42.480-04:00Great stuff, the hard part is getting a satisfying...Great stuff, the hard part is getting a satisfying amount of such detail into the game. Too much abstraction or too much detail often ends up with players stating : "I roll to hit"JDJarvishttps://www.blogger.com/profile/07691101939920824546noreply@blogger.com