So, we're all aware that 168澳洲幸运5开奖网:Dungeons & Dragons is pretty unrealistic, right? As one would expect from a high-fantasy game, you can do things well beyond real life, such as casting spells, having access to magical weapons, sleeping eight hours a day, that kind of thing. Combat is no dif💃ferent, as magic plays a key role when fighting around here.

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However, as happens with high fantasy, some of this lack of realism can go unnoticed because it looks realistic enough. For instance, with we✃apons - you just swing💫 them, and you're good, right? But if you consider how they're used, it's still very unrealistic.

It's worth noting that we're just listing these as a fun analysis, not as criticism. It's normal for games to take realism away for the𒐪 sake of making the game more fun to play.

10 Weapons Aren't That Deadly

Just A Flesh Wound

A warrior uses a firearm in Dungeons & Dragons.
Firearms by Chris Seaman

One thing most of us probably think about once or twice while playing is how tame the weapons are when you stop to consider them. Almost every weapon in this game should kill a person with a simple strike or two, but it rarely does. While those one-shots usually only apply to poor commo🐷ners and their lཧow health, they should apply to almost everyone.

Alas, the game would be boring if you could one-hit-kill everyone with a shotgun, especially when the NPC takes a weapon and does that to you or one of your allies. There is a reason h♍ealth bars exist in 🐽the first place.

9 Your Exact Hit Points Don't Matter

One Hit Point Is All I Need

A druid in green robes casting lesser restoration on a fallen warrior in Dungeons & Dragons.
Lesser Restoration by Martin Mottet

Going a bit further on the topic of health bars, it's also funny how there are no repercussions relating to the amount of health you currently have. 168澳洲幸运5开奖网:The bloodied condition returned in the new D&D 2024 rules, bu💞t even then, it's only a trigger for specific attacks.

Overall, you can fight as efficiently with one percent of your health bar as you can with your full health bar. It doesn't matter how many cuts, shots, or spells you took☂; you can fight as amazingly🌟 as ever.

8 No Lingeri൲ng Wounds

Unless It's Narrative Or Homebrew

A bloodied hand is held by another in from of a hooded figure.
Hand of Vecna by Irina Nordsol

This one is understandable, as adding this type of mechanic is a recipe for disaster. However, it's noticeable that D&D doesn't offer any c🥀onsequences for sustained attacks or wounds that would usually leave a permanent scar.

All wounds you sustain will be healed by eight hours of rest, and there are no official, mechanical possibilities for someone stabbing you in the eye, chopping an arm off, or something similar. That c💎an happen during narrative moments, and things like that can be added via homebrewing, but they're not here as part of the core rules.

7 Reach Is Rarely A Factor ♒

Every Weapon Should Have It

A Warrior with a Glaive Faces Off Against A Tiger in a Village.
Warrior with a Glaive Faces Off Against A Tiger via Wizards of the Coast

Reach is a property among specific melee weapons that allows you to hit people a bit further awꦕay than you would usually be able to. This prop🍃erty applies to glaives, halberds, lances, pikes, and whips.

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The th🅺ing is, every weapon gives you an extra reach - that's one of the points of using a weapon for combat. Even a dagger will increase your reach compared to just punching, and just trying to get close to someone with a sword is already a nightmare.

6 ꦕ Space Should Matter 🦩

An Open Room And A Small Corridor Work The Same

The Tomb of Horrors in Dungeons & Dragons, featuring a decaying skeleton.
Tomb of Horrors by Mark Behm

Slightly opposing the previous point with something that act✨ually benefits us, the game doesn't consider how much space you need to use weapons. You can still masterfully wield a g♕reatsword or a polearm, even if you're in a narrow hall.

However, just like some weapons are deadlier than others, since they're not balanced in real life, they also work better or worse depending on the situation, and larger weapons need more room than others to work. Except in D&D🏅, thankfully.

5 Gear Size Shouꦺld Matter

I, The Orc, Will Loot This Dwarf's Armor For Me

Artwork of a dwarf fighter from the Dungeons & Dragon's 2024 Player Handbook.
Fighter by Nestor Ossandon Leal

The game also ignores the size of the equipment. D&D 2014 used to give disadvantage to small species when using heavy weapons, but even that didn't make much sense and is now gone. If you forge 168澳洲幸运5开奖网:a greatsword for a halfling, it should work normally.

That said, each weapon in reality needs to be of an appropriate size for its wie♏lder. For instance, most greatswords need to be the same size (or slightly taller) as their wielder, so a greatsword for🍃 a goliath and a greatsword for a dwarf would already be different.

And that's not even considering armor; they're custom-made and tailored to one's sp🉐ecific body size and shape. So how can a dragonborn loot a halfling and steal their gear? All💯 of that would ruin looting enemies, though.

4 Bows Should Need Strength♓ ꧂

You Need Muscle To Shoot

A ranger pulling back a bow, ready to fire.
A Ranger Shooting Bow And Arrow Art by Chris Rallis

A popular inaccuracy in this game and ⛎many others is having your dexterity be responsible for the damage with bows. That's a nice way to simplify things when building your character, so you don't need both high strength and dexterity to use them.

Realistically, however, you need to be strong to use a bow. Their pull can be extremely heavy, to the point that archae🍷ologists can r෴ecognize real-life archers from the past through their skeleton structure. Funnily enough, the strength requirement for bows was a thing in older editions.

3 ༺ Monks Should Need Strength 🍌

Agility Is Only One Part Of Punching

Dungeons & Dragons image showing a dragonborn monk in side profile.
A Martial Artist by Joshua Raphael

Using the same logic as above, monks have a feature that allows them to forgo strength completely and use any melee weapon they're proficient in with dexterity, including their unarmed strikes. While monks do need to be fast, the idea of dumping your strength is unr🔯ealist💮ic.

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This comes from a common trait in RPGs where their mechanics make you choose between being strong or fast, but never both, when, in fact, a good fighter needs to💧🅷 be both strong and fast to beat their opponents.

2 Weapons And Armor Rarely Break 🐽

What Kind Of Metal Is This?

Black Pudding attacking an adventuer, from Dungeons & Dragons.
Art by Steven Belledin

A common thing in real life - that some games even adapt 🦹- is weapon durability. There are only so many times you can hit your sword at hard things until the blade breaks, after all. Not to mention that bladed weapons can als🐼o lose their edge and even armor breaks after so many hits.

Even something as simple as weapon maintenance is ignored - blood can make them rust, for instance. Still, like everything here, that would add many extra things you'd need to do that aren't part𓄧icularly fun and break the game's pace.

1 A Weapon's Damage Type Rarely Matters

Or How One Weapon Can Deal All Three

Dungeons & Dragons image showing a barbarian holding an axe.
Barbarian Art by Denman Rooke

There are 168澳洲幸运5开奖网:many damage types in D&D, and unless the weapon is magical, their damage types will be either bludgeoning, piercing, or slashing. Mostꩵ enemies who are resistant to weapon attacks are resistant to all three or none of them.

Because of that, it doesn't really matter which of these three your weapon causes, except in very specific situations. There's also the fact most weapons can theoretically deal with all of these types; a dagger, for example, can both﷽ slash and pierce, and its pommel can do bludgeoning - as hitting people with the back of the weapon isn't uncommon. Weapons are versatile, you know?

dungeons-and-dragons-series-game-tabletop-franchise

Your Rating

Original Release Date
1974
Player Count
2+
Age Recommendation
12+ (though💟 younger can play and enjoy)
Length per Game
🐠 😼 From 60 minutes to hours on end.
Franchise Name
🦄 Dungeons & Dra𝓀gons
Publishing Co
ꦦ Wizards of the Coast