Hormalakh said:
Hormalakh, on 21 Jan 2013 - 13:56, said:
Hi Josh,
I wanted to know if you had any thoughts about the concerns that allowing several weapon slots and knowing your enemies armor type degenerating into a boring exercise of changing up weapon-types to "match up" with the armor type. Some suggested some sort of draw-back or challenge, slightly complexity involved in this equation to help make the answer so non-trivial. Something like using an attack or two to change weapons (player cannot attack during this time) so as to make it an actual decision.
What weapons you ready and use at any given moment is one choice among many. If combats consisted of one PC fighting one enemy, yes, the choice would be pretty minor. There are many additional factors to consider. Among them:
* Switching weapons plays a weapon switching animation. It's not instantaneous.
* There is an efficiency gulf "under the curve" even among weapons that are good against an armor type. Within a given armor type, DTs can still cover a large range. Against a target in mid/high-DT light armor, using two hatchets can result in a 30% damage loss vs. using a greatsword. Against a low DT target, the relationship is reversed: the faster weapons doing less damage per hit do damage much faster. Ultimately, avoiding the "bad" damage type is only one part of the efficacy equation.
* Not every character is ideal for facing every type of enemy. Tough Fighter might have a maul, but Tough Fighter may not be the right character to stand in front of a cipher in plate armor making short-range Willpower attacks.
* You can't control every element of positioning. Characters often wind up in circumstances they are not ideally suited for and enemies are often placed (or enter an environment) in ways that foil good plans. Adapting to circumstances may involve having a nearby character switch weapons, but it may be better/more efficient for a more distant character, who is already well-equipped and a better counter to the attack, to cross the battlefield.
If fights consisted of characters with identical armor types, that would devolve pretty quickly -- much as it can in standard D&D when you get attacked by creatures with matched DR types. In yesterday's Pathfinder game, the party fought against two skeletons (DR 5/Bludgeoning). Pretty simple fight. Replacing a skeleton with a zombie in the fight (DR 5/Slashing) would have immediately changed how the party chose weapons, targets, and moved on the battlefield. It's not exactly the Battle of the Bulge, but complex scenarios are often the accumulated questions posed by simple problems. TL;DR: What weapon type to avoid against a given enemy is just one consideration among many.