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Shadiversity

Shadiversity

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biggest LIES about medieval weapons from video games and RPGs

Video Overview & Insights

There's a lot of misconceptions about medieval weapons in fantasy video games and RPGs so let's reveal the TRUTH!

In early AD&D, what was called the long sword was more of an arming sword, the broad sword was a variant that did an extra half point of damage (2d4 rather than 1d8) against human targets but less damage against large targets while not working as well against armoured targets. The bastard sword was more of a real-life long sword as it could be used either 1 or 2 handed. It did slightly more damage than a long sword, and two-handed it had better to-hit (penetration?) against armoured opponents.

Of course, Gary Gygax was a gamer and game designer rather than a military historian, operating in the pre-internet age. There would have been a limit as to how accurate his portrayal of the weapons was.

— @ClarkBrowning

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This made me think back when you had your wooden representations of weapons. I still loved those. How far this has come

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Not sure they are lies, because it's FANTASY for a reason. You can't take FANTASY physics and compare it to real life physics. Just like how Fantasy characters can carry weapons far larger then themselves. Also MAGIC and ABILITIES are a big part of FANTASY, something we don't have in real life.

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There should always more mass behind a spear thrust than a dagger. You should test that.

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17:49 isn't this where the story of Henry I being shot with a crossbow randomly picked up by a cook comes from?

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To your point on weapon lethality being relatively comparable across the board, it can be assumed that Hit Points (in Fantasy Role Playing Games, at least) don’t only represent a physical ability to survive damage, but they represent the combat itself. Ie, a hit with a dagger which does damage is a stroke that the foe dodged or parried in just the nick of time, or it can be an actually deep wound, depending upon the opponent’s Current Hit Points. This layer of abstraction is missed quite often, however, so I understand if this was not your understanding.

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0:00 Opening

The sling😢

— @EJMunoz-ec9gz

0:42 Dagger, mostt depiction of Dagger is that they have small damage but easily delivering critical attack, especially on stealth or high proficient user

2:21 Short Sword, I don't know how it depicted, but personally it works like machete

Интересно было послушать

— @RUINERS

4:34 Long Swords and Bastard Swords, seems many author never touch a sword based on your description Shad

6:17 Rapier, sacrificing cut for better thrusting

Интересно было послушать

— @RUINERS

7:48 Standardization of Sword, sword should be categorized as dexterity weapons than strength based weapons

8:48 Axes reach, Axe should be strength based weapon alongside Mace and Flail

In Chivalry 2, the shields are the only items with HP values to my knowledge. After taking a hit that would go beyond the HP value of the shield, it breaks. And some weapons like Pole Hammer, Dane axe etc do more damage to shields than things like swords.

— @Sir_Loin_Tippe

09:59 "Fantasy" Battleaxe,

10:34 Axe Head size,

Bec de Corbin!! Bec de Corbin!!!!

— @MachoManMal

11:04 one handed and/or two handed axe

12:42 Bigger bows dealing more damage, https://youtube(dot)com/playlist?list=PLWklwxMTl4szAELhLajrpDodDQMFwtJo6&feature=shared

A two handed flail does havoc. Though the type I’m referring to isn’t a ball and chain. Really will f up your day if you think you shield is going save you.

— @edwardrichard2561

14:16 Schimitar, He's got CURVED sword

15:00 Spears, this weapons is often overlooked.

A double headed axe is for cutting trees. One side of the axe blade usually would be very sharp for chopping. while the other side would be used more utilitarian. Use for cutting roots branches and things that could dull the blade or damage it. Today double headed axes are used in the same manor.

— @edwardrichard2561

15:52 Bows and Crossbows

18:00 Gretsword Weight and size

Not sure if I remember wrong but isn't flail mainly use against shield bearer? While the shield can stop the flail's stick part, the chained-ball can swing around and bypassing the shield and hitting the shield bearer. Other than that, yea not really as useful as the others and hard to use too.

— @casualgamer8497

19:50 Katana

21:06 Flail

on great swords being versitile in pathfinder 2e they do have th versitile trait

— @demonic_myst4503

21:35 Morning Star is Mace not Flail

22:41 Shield

Surely a spear should do double damage compared to a dagger, because it's 2 handed.
It's like saying a one handed sword does the same damage as a 2 handed sword.
Obviously both can be lethal, but if your against armor, penetrative force is just greater with more leverage and power.

— @Warlock8ZERO

23:55 Polearm

25:33 Closing

most of the early points are down to just how are you going to really quantify the stats of a weapon that is 6 inches longers better at thrusting but still good at cutting etc etc its so many naunces that it would at a point of comparing all of these these would actually take away enjoyment of the games instead of having a rough general idea of each category and letting it be. Daggers do comparable damage to a short sword, but a short sword does more damage, so in dnd a dagger doing 1d4 and a shortsword doing 1d6, can reflect that easy of getting a more "effective" blow because of that reach, similiar to a longsword doing a 1d8 being again, easier to get a more devasting blow with the range, etc. Its a workable solution to simplify the differences in a reasonable way. Adding in different modifers against different armor types, none-light-med-heavy, making it like, 1 foot differenced instead of 5, being able to do thrust or slash with different modifers against different things, etc etc is just so much that its not worth it for the amount of things you'd have to be constantly remembering, doing even more math in an already math heavy system etc. Get a general feel that matches the capabilities of the weapon and call it good.

point 2 on bows, yeah you can make a freak shortbow at 110 lbs, and a long bow at 100, but the standard use of both, is vastly different, with a standard shortbow, and recurve bow, being 30-60, and that's more than enough for hunting, while we have longbows averaging 80-110 lbs on their average with 200 being tested and used as the current draw weight record. Add in the longer shaft and fletching, and you do get an on average, more powerful, more accurate, and longer ranged weapon comparably, with a much higher impact weight and penetration because you can have a arrow tip of similar size to a shortbow arrow, with 4x the weight behind it, and 1.5x the speed (shortbows being 300-400 grains while medieval war bows are 1200 grains +, and shortbows roughly shoot 100+draw weight fps, so 130-160 fps, while longbows shoot 150-214 fps, in theory shads 110 draw weight shortbow can equal or exceed the speed of an average warbow but will still have much less kinetic energy, a less stable flight and a smaller size of wound, albeit with a longer max range but that range is unreliable comparably because of its smaller size and fletching.)

point 3 on spears, compared to most swords? they're unwieldy. you need so much more space to maneuver, your slashing ability is compromised, but spears in a group are disgustingly more effective than almost any other weapon because groups counter the weaknesses of a spear near perfectly, because in a group of 30 people, i don't need to maneuver my spear because i have 10+ dudes on either side of me covering that, and it's quite hard to bumrush your way to my close space through a shield and spear when you can't even attempt to flank me. but in a 1v1, where there isn't massive amounts of space to the sides, or above? You can choke point with the spear sure, but if i can use a shield to catch your tip, or deflect it and push forward rabidly you can't do anything to get it back in position besides pulling it back compared to a sword thats very easy even up to longsword sizes to spin flip etc and keep effectiveness. pure numbers wise, a longsword is as damaging as a spear in thrusting, and is much, MUCH, better at slashing, is easier to land blows on tighter margins because its easier to handle, especially one handed with a shield. The spear is the king of war because a spear gets exponentially more deadly in groups, were swords do not. A sword is a sidearm in a shielded formation whereas the spear and shield are equally as powerful in formation, but in small groups or singular, you're trading reach for maneuverability and easy of use beyond keeping someone further away from you, and in a normal indoor setting, such as a house or cave, you're usually gonna keep bumping into walls ceilings and doorways far more, and i'm not going to keep asking my dm for the size of every goddamn thing and if i get a negative modifier here or there every time i go into anywhere.

— @HoundOfGod

#medieval #longsword #katana #crossguard #tsuba #knight #samurai

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More User Perspectives

@

I made my own RPG, in which all weapons have a reach value. If the attacker's weapon has less reach, the defender can choose to attempt a defensive strike.
If this happens, both combatants make an opposed reflexes roll, and if the defender wins he can strike before the attacker.
Due to the combat rules you may not want to do this though, and it's too complicated to explain the nuances in a YouTube comment.

@stuartriddell2461
@

I hate how they put rapiers in all of the medieval rpgs. Gary Gygax never did that.

Great old school video. I loved it.

@wraithmoor5231
@

If everything in dnd was based on range dwarfs, gnomes, halflings, and other shorter races would be at a huge disadvantage… granted it is unrealistic that they could win in a face to face 1v1 melee encounter with a taller person.

@Red_R3venant
@

What about the battle axe of Perrin Aybara? :D

@daibhi4860
@

Oblivion and Morrowind did something right! (Shields and armor breaking down)

@michaelhibberd9740
@

I have a comment and a question.

Comment: Pathfinder 2nd edition does have shield hardness and shield HP. You can raise a shield for a bonus to AC, but when hit by an attack you can use the shield block reaction where the shield absorbs up to its hardness in damage, but that damage is done to the shield health, and when that hits zero, the shield is unusable until repaired.

Question: Are there any tabletop RPGs that have more realistic weapon rule sets?

@timelessninja
@

I could be wrong here, but weren't maces designed for use by clerical types who were forbidden to shed blood? They used the loophole that something that crushes and bruises doesn't cut and therefore isn't intended to draw blood, and thus could be used.

@meganfoster8838
@

Like this concept, More like a LECTURE then a fun and game YouTube video. Juz like its name versity for university.

@gundarvarr1024
@

This is why Chinese crossbows are just bows strap to crossbow stock. No lost of power and no need to increase the weight of draw.

@armchairwarrior963
@

Great video, thank you!

@1mperat0rT1tan
@

Daggers usually have lower base damage, but high "critical" damage.

@thatguyray13
@

Length is also a force multiplier on many moves. So the 'dagger on a stick' would hit a helluva lot harder than the dagger without...especially since many strikes with a spear are 2-handed.

@Dashierez
@

Would a Warhammer be closer to an Axe or Mace in terms of what it is good for?

@leafdragoon8551
@

I've always been bothered by video games. It's very rare that a game will have a spear as a weapon option. and even rarer that it will be any good.

@jauneork278
@

This video gave me an idea on how to make a combat sistem of my own for ttrpg based on reach and user skill. I'll take all your advices and teachings, thanks

@Irrack
@

I don't agree with your damage potential of daggers versus spears, because you fail to take into account mass/momentum as well as swing speed. Stabbing forward with a dagger has a lot less speed and force than stabbing forward with a spear, since a spear can utilize both arms to generate force...and as you know force = mass x acceleration. Therefore, the heavier spear, swinging faster, creates more force than a dagger. More force equals more penetration and potentially more damage.

@jonw8694
@

does shad sound weird in this video or is that just me?

@hecatrix777
@

It feels like velocity isn't getting its due. Mass is important sure, but velocity can actually have a greater impact. Maybe the issue is looking at things in terms of force (F=ma) instead of kinetic energy (KE=.5mV^2)

@Malterius
@

"It doesn't take too much training to use a sword functionally." I'm a competitive sport fencer, I really wish this was true.

@Stilicho182
@

Yeah, I've had the same complaint about gunplay in games. Game developers seem to have no clue what a searing hot, malleable, and aerodynamically shaped object actually does when it strikes flesh and bone at over twice the speed of sound. In games, the struck individual can usually continue on about his business as if nothing tragic has just happened. Those goons need to go out and kill a deer, THEN make a game.

@lawrencestanley8989
@

My guess is balance. If the dagger did as much damage per hit as the spear, which is much slower at least in games. The dagger would be way too overpowered. 3 quick but weak hits in a second or 1 stronger hit with a larger option.

The larger weapons are fast IRL, but they need to give you a reason to use one weapon over another.

Or maybe they really just don’t know how weapons work.

@ThisHndlIsAlrdyTaken
@

He has a nice Brig and alright gambo, but those poldrums are so horrible it's off-putting.

@Dave-ks9fi
@

Some other misconceptions:

1. Bows generally require Dexterity for use while it actually requires Strength depending on the bow's draw weight. Dexterity should also not have any effect on damage output with bows, but instead should affect hit chance with weapons the wielder's proficient at and the rate of fire / attacks (which I know would be hard to implement in a turn-based combat system). Damage imo should be based on draw weight of the bow, quality of the bow and arrows, and skills, fe. "bow expertise"; not attributes (although the Strength attribute will still affect damage since it would allow use of stronger bows). I also think bow accuracy and precision, ie. hit chance, should be affected by other things like Concentration, such as magic wielders, and simply Experience (ie. how often the wielder has used bows), since after a while, using bows (or any weapon in fact) becomes more intuitive.

2. Spears are usually considered Strength-based weapons while two-handed use of spears should be what DnD would call a Finesse weapon, since the effectiveness of wielding spears two-handedly would increase with Dexterity rather than Strength (although I would still prefer skills over DEX to increase damage output).

In short:

STR should affect damage when hitting and unlocks proficiency with heavier more damage-output weapons (incl. heavy bows)

DEX should affect hit chance (if we consider DEX to include eye-to-hand co-ordination) and attack speed, but not damage. And it shouldn't unlock proficiencies for weapons.

Also: dwarves should be archetype spear and shield wielders, like hoplites, not axe-wielders. Maybe they can use axes against goblins, or other small folk, but against any normal-sized opponent, they should rely on extending their reach first and foremost. And spears or pikes over other polearms like halberds, because anything except thrusting with polearms would create wielding problems considering their size.

@tripletrollface
@

Shad, do leather armour again. There's nothing more amusing than seeing anothe reddit meltdown when you say leather armour didn't exist

@ramblingimbecile2295
@

Would love to see you write up a weapons guide for D&D with more appropriate stats.

@cierus465
@

I think (and shad seems to agree by @3:17) reach is the big one that messes with combat systems. Given that it'd be a whole new factor to weigh on if you did it as it's own thing maybe it could be baked in as part of hit%?

Leverage an existing thing to allow realistic damage values without making long arms always crap.

Edit: I will add long/pole arms are more powerful, but would be a huge disadvantage in tight spaces or in disordered battle without formation. Which is more the rule than exception in adventurer combat scenarios. Think more Balins tomb than open field.

@garion742