Originally Posted by Sordak
dnd doesnt have weapon effect systems....

It most certainly does.

And it starts with not having weird abilities like the ability to pin and cause bleeding with mundane weapons.

Most notable and foundational parts of the 5e weapon system include:

1) Core Properties that define usability (for example): Finesse, Heavy, Light, Reach, Two-Handed, Thrown, Versatile, Special
2) Type: Slashing, Piercing, Bludgeoning
3) Material options: Wood, Steel/Iron, Silvered (Adamantine and Mithral only apply to armor in 5e)
4) Creator or intended user options (chart)
5) History details options (chart)
6) Minor properties options (chart)
7) Quirks options (chart)
8) Enhancement bonus (limited to +1, +2, or +3 in 5e)
9) And a plethora of historically "iconic" magic features that are often applied to certain types of weapons, but are (in practice) seen on other weapons in various adventures. Abilities like slaying (general), beserker, venom, dancing, defender, dragon slayer, flaming tongue, frost brand, giant slayer, lighting, thunderbolts, holy avenger, luck, disruption, smiting, terror, life stealer, speed, sharpness, vengeance, vorpal, wounding, and vicious. All of which are detailed in the Core DMG.

Further, I'd be remiss if I didn't mention two prominent *sub-systems*:

10) Sentience
11) Artifacts


Frankly, it's not a very complicated system and there is certainly enough in core for Larian to use to create a very recognizable D&D game over applying strange weapon effects/abilities/mechanics from DOS to D&D. I can be a DOS fan and still acknowledge that it's using a very different weapon system than the one that D&D uses.