When it comes to games, how much granularity in weapons do you prefer?
When it comes to swords should the game only care about how many hands it takes to use? Should the game differentiate between a rapier and a longsword? Between a spatha and an arming sword? etc.
Also pic barely related
>>54913578
I like to have a fair bit of granularity myself. Typically going by size and then modified to make different designs have some sort of impact on choice. So you'd have daggers, short swords/spatha/gladius, arming swords, bastard swords and finally greatswords. Treat fencing style weapons as one weight class less for damage but grant them a bonus to parry. If armor works by soaking damage in your system, you might also give them an accuracy bonus, perhaps with another reduction in damage.
>>54913578
Balance, number and type(s) of edges, reach down to the decimeter, if it has a guard at all, shape and type of pommel if it has one, action and recovery time, type of material(s) the weapon is made from, the general condition of the weapon.
Also, shields are weapons.