Swords are normal, Knives are lighter and weaker, Longswords are heavier and stronger, and Axes are stronger and heavier than that. This gives swords the physical 1-2 range throwing weapon they have always needed: Throwing Knives. And Throwing Axes.
So, wait, to be clear; before we get started here.
Axes are now swords. This is awful.
Knives are weak low-skill brave weapons that ignore a portion of the enemy’s armour.
This ruins the game. Doubled attacks with garbage stats ruins the game. Fire Emblem prides on being simple, so math is mostly addition and subtraction. As a result; consider basic algebra:
When is ( A - B + C )
going to be greater than (A - B ) * 2
?
So consider if you have a 2 might brave and a 10 might normal weapon available to you. You’d need to have just seven more strength than they do defense to make the brave deal more damage. Not that unrealistic for a lot of damage dealing characters.
But if they also partially ignore defense then they’ll ever more destroy this.
Blades are guaranteed to critically hit on open terrain, which means grassy plains, bridges, roads, and castle floors.
You should go play Wargroove. Each unit in the game has a Critical mechanic along this line.
It’s really cool and fun, but it is not appropriate for Fire Emblem, because FE terrain is a lot different function-wise than Wargroove or Advance Wars.
Critical strikes aren’t actually cool to play against if they come up too often or come from enemies with real stats.
However, they crit if their user moves five or more spaces per turn, and gain a half-point of Might for every space the user moves before attacking.
This is garbage. Like, I can’t stress enough. This is enjoyable in The Fantasy Trip or in Dungeons and Dragons; because it’s extremely difficult to strategize with and you have very limited – but often comparable – action economy with the opponents, and you can judge when you need to go for a charge or you need to get the damage in even if it isn’t boosted by charging. But in Fire Emblem, you won’t really have that, you’ll easily be able to get it every time you want to take a fight.
And finally, Blunt Weaponry. They all specialize in destroying armoured enemy units and Polearms.
So, do you mean, like, every Blunt deals effective damage to armors?
The class type that already is famous for sucking? And you want to make them even worse.
Blades beat Blunt Weapons, Blunt Weapons beat Polearms, and Polearms beat Blades. Having the Weapon Triangle advantage guarantees a crit, ensures 12 points of bonus might, and denies counterattacks.
This is way too much. Critical and +12 might - even assuming you meant +4, which gets tripled by the critical to +12 - is going to let you kill the target, making denying the counter next to pointless.
It also slows the game down to a disgusting crawl in a lot of circumstances.
What do you think of this setup?
I think it’s really really really bad.
Not everyone needs 1-2 access to be good, and limiting it is very useful for the games overall.
Why add throwing weapons to swords when you could take them away from spears and axes? How does that change things?
A lot of these change things that are perfectly functional as they are.
I think that it is noble to question the basic premise to see what can be changed, but this - and I say this desperately - is not it.
To summarize with a lesson, in essence, if there is something in the game for the player to use, it ought to have a purpose and place. Having things that are Just There is fine, but you only need a few of those, and having a bunch of game mechanics that are annoying or that completely control the rest of the game are the worst.
In the game you are proposing, I cannot see any world in which I do not constantly waste a ton of turns moving units into awkward lines and then moving them all forward to position themselves to deny the enemy lances their critical, or pulling swords into defensive terrain to negate their critical, and never fielding an armor because if a single blunt user shows up I’ll lose them…
Which eliminates the strategic diversity from chapters because now I am being dictated that I must play this way not by “a few specific” weapons, but by overall gimmicks of the weapon type.