In the earliest versions of D&D individual weapon types were barely distinguished from one another, mechanically speaking. All weapons did d6 damage, from daggers and clubs to two-handed swords and lances, at least until Mike Mornard pestered Gary about it. Weapon speed and armor type adjustments came later as well. My beloved Basic/Expert version included variable weapon damage (i.e. daggers d4, swords d8, polearms d10, etc.) as an optional rule, but it is an option that I've always used, as has everyone I've every player with. (S. John Ross doesn't use it, as I recall. But he is exceptional in many ways.)
Anyway, I want to consider here what it would look like if I went back to all weapons do d6. Why would you choose the weapon you choose, assuming no specific mechanical advantages or disadvantages attach to them? Below are two possible answers, which I think are completely compatible with each other.
[Note that I am ignoring the rule that two-handed weapons strike last in initiative, as that rule is directly attached to the variable weapon damage option (see page B27).]
Anyway, I want to consider here what it would look like if I went back to all weapons do d6. Why would you choose the weapon you choose, assuming no specific mechanical advantages or disadvantages attach to them? Below are two possible answers, which I think are completely compatible with each other.
[Note that I am ignoring the rule that two-handed weapons strike last in initiative, as that rule is directly attached to the variable weapon damage option (see page B27).]