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In the P&P version you don't really have the distinction of different dmg types; it's only important if you fight certain enemies (skeletons suffer minimal piercing dmg; incorporeal beings are only affetced by magical weapons, spells) which happens rarely enough.
And those cases actually tend to be logical...
Also, armor has a fixed dmg reduction (like 4 AP for long chainmail) and doesn't reduce certain dmg types by x%; would be an awefully impractical system for a P&P anyway.
Your point is still valid, but don't blame TDE developers for it.
But if that's the case, all the more reason for the devs to have a look at it.
TLDR - "Bashing" is an adequate substitute for the lack of "Chopping".
No way are axes easier to fight in hand-to-hand combat with than a sword. Sure, it's easier to chop wood than it is to sword fight, but I'd say it's a heck of a lot harder to axe fight than it is sword fight. Axes an way more unwieldly.
And I'd also argue that an axe is no closer to slashing damage than it is to bashing. It's somewhat a combination, but the majority of the "damage" done by an axe is certainly from impact rather than slicing. It's a "wedge". It's basically a "sharp mace" rather than a "husky blade".
Regardless, the reason that axes are grouped with blunt weapons frequently has more to do with the way they must be wielded rather than the type of wound they cause. Parrying and attacking another armed person with an axe is very similar to a mace, and nothing like using a sword.
Yes, this doesn't make sense in the context of damage resistances in this game, but does make sense in terms of which skills you character must learn to use them efficiently.
For purposes of a game, putting axes in the bashing category makes perfect sense.
And I did not mean all of this as a discussion of weapon modelling in the game, e.g. I have no problem with axes and maces using the same talent, that's fine. I have a problem with enemies who are resistant to crashing damage (this how it should be called btw) being resistant to axes too. If they can be damaged by a blade (e.g. sword), they should get some damage from axes (even if not 100%). The same with swords, if something is immune to slashing damage, well you should be able to thrust with a sword. Again common talent for swords and sabers is fine, not being able to thrust with a sword is not.
Also, I do not know what's the popular opinion about it, but magical weapons doing 100% magical damage means they are less useful than nonmagical ones, more enemies are immune to magical damage than ordinary one, the game assumes the metal part of the weapon doesn't exist.
The game implements percentage for armour and at the same time it has absolute damage immunities, which basically are immunities to talents and not weapons. Bashing immunity doesn't mean immunity to bashing damage as it should, it means immunity for anything that use axes/maces talents. This - detailed percentage in one respect and 0/1 system in the other I what I find annoying and breaking immersion.
This is 100% inaccurate. An enemy immune to Slashing damage is not immune to Rondracomb, a sword that does Magic damage. An enemy immune to Bashing damage is not immune to the Neethan Axe, a bashing weapon that does Infantry damage. An enemy immune to Piercing damage is not immune to Bloodletter, a spear that does Infantry damage. The immunities are to the specific damage done, not the talent/weapon type.
Regardless, you're looking for realism, and you're not going to get it, either here or any other game's combat rule system. The damage types and immunities are merely mechanics/tools to create situational challenges. There's no point in using realism to argue against them. They'd merely have to balance things differently (and more complexly) to get the same result if they changed around all the damage types and immunities.