Some questions I've been meaning to ask for a while:
1) What's the design decision behind daggers not having the "precise" tag? If any melee weapon ever rewarded speed/precision/reflexes/agility over power/size/strength, it would be a dagger (or knife, shiv, whatever).
It appears to me that the intent is to make "precise" a rare tag, via cost. It costs 25 coin for a rapier (the cheapest precise weapon), and 8 coins for a short sword/axe/mace/etc. The only difference is the precise tag.
But why is Precise so valuable? I mean, I get that it's basically a purchased stat substitution move. But it's a situational stat sub move, one that's dependent on the weapon being at hand. If I use up their resources, disarm them, take away their stuff... then the move is gone. Plenty of ways to do that.
(And, yes, I know I can hack my games to make different tags apply to different weapons. I'm wondering why Sage & Adam made this choice for the core rules.)
2) Aside from the fighter's signature weapons, no weapons (even magical ones) are Forceful or Messy. No weapons at all have the Awkward tag. Why not? It seems to me you could easily have such weapons on the standard equipment list. Like:
-Maul, greatclub: close, two-handed, forceful, awkward, 12 coins, 3 weight
-Greataxe, claymore: close, two-handed, forceful, messy, awkward, 25 coins, 3 weight
-Spiked warchain: close, reach, two-handed, awkward, 15 coins, 1 weight
I'm not claiming these are "balanced" at all. Maybe the right thing to do would be assign a coin value (positive or negative) to each tag, as well as a coin value to the weapon's weight.
(Again, I know I could add these to my game. I'm wondering why these tags aren't in any of the standard gear. And for Awkward, why it even exists as a tag if it isn't used with anything.)