Swords, daggers, staves, arrows, hammers, scythes, guns, wands. I'm honestly sort of a fan of locking each character into a single type of weapon, as I feel your weapon really is part of your identity in a fantasy game. Shoehorning weapons into enemies/areas they do the most damage in takes away from your ability to allow the player to choose from multiple different playstyles based on their weapon of choice.Was this enemy's DEF a lot higher, or was it simply a matter of resistance to your weapon type? Clarity suffers - it can be very hard to understand why your attack did 253 damage to the last enemy you struck but only 48 to this one.At least with elements, you often have the choice of which one to use on any given turn of a battle. Weapons usually cannot be changed mid-battle, so you're stuck with whatever you happened to have equipped.Why is a Squid weak to a trident - wouldn't a sword slash work just fine if you can land the hit? What kind of weapon is a Slime weak to? Will a Hammer crush the Slime or just make it bounce a little? Will a Sword cut through the Slime or just get caught in it? Why are some weapons weaker/stronger against humans when most weaponry has been specifically designed to cut at humans' weaknesses? Does anyone really know whether a scythe or a bow and arrow will do more damage to a rabbit (and if so, have you considered getting therapy)?. Players won't figure out what you had in mind until they try, and even once they do try, they will probably forget after the battle. Strengths/weaknesses are extremely unintuitive - even more unintuitive than with elements like Ice and Electricity.Here are some reasons you shouldn't include this in your game: 150% damage from Polearms 50% damage from Firearms). One of my least favorite mechanics in all of video gaming is when different enemies take different % damage from different weapon types (e.g.
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