Ravenheart87 wrote:One simple rule I would use is "whoever has the longer weapon, strikes first in melée".
Differentiating weapons through initiative is how I handled it for a long time in my game. The Judges Guild Ready Ref Sheets have a section called Weapons Priority on page 17 that includes weapons type, armor worn, base speed, and dexterity. I based my initiative on the Ready Weapon chart.
It works fine, but I ultimately decided that the Vegas-style thrill of per-side, per-turn d6 initiative was more fun because of its simplicity and uncertainty.
To differentiate weapons, I now do the 2d6-take-the-lowest method for short weapons and 2d6-take-the-highest for two-handed weapons. That leaves +N damage bonuses for certain magical swords.
Of course, once you start tinkering with weapons damage for PC's, that opens the can of worms for monster damage and hit die types.
Chameleon wrote:In other words, what I guess I’m trying to ask is what was the idea behind an 1d6 system? Are they planned that DM will adjusted for situations? Etc.
The best explanation I've heard is that you would be just as dead whether someone slit your throat with a dagger or a long sword. I've played with by-the-book d6 damage for all weapons. It works as written, and you might want to try it for a few sessions.
As for situational modifiers, look at the damage done by giants. If the PC's contrive some device that might do as much damage as a giant, I'd give them a damage bonus or larger damage dice. With hand weapons of any size, however, I wouldn't give more than about d6+/-1.