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Dexterity too good?
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<blockquote data-quote="Bacon Bits" data-source="post: 9043441" data-attributes="member: 6777737"><p>I would tend to agree, and I will also agree that WotC won't do anything about it.</p><p></p><p>The issue with Strength is that the things it does are either very boring, or very binary.</p><p></p><p>Strength affects carrying capacity. Which very few tables seem interested in actually tracking. It's a lot of bookkeeping, and even if you're using digital tools it's not a tremendous amount of fun. Besides, a mule is 8 gp. The game has all sorts of ways to overcome carrying limits.</p><p></p><p>Strength also allows you to wear heavier armors, but you still can't do so without penalty, and heavy armor itself is really only good if you're not playing a Dex-focused character.</p><p></p><p>Strength also lets you manipulate the world through brute force. You can clear obstructions, bend bars, lift gates, etc. The trouble is... either these are obstacles that any party could overcome, or they're obstacles that aren't actually important to overcome. Sure, you <em>might</em> gatekeep a critical item or pathway behind a Str or Athletics test. But the reality is that no DM will do that, especially if they're publishing the adventure. So Str does do things that no other attribute can, but in practice, Str still isn't required. It's an attribute of convenience.</p><p></p><p>Str does have the highest damage output, but that's only because there are Heavy, Two-Handed melee weapons that deal 1d12 or 2d6 damage. And even then, the fighting styles you can use with Dex weapons mostly or completely make up the difference. A rapier with duelist, twin rapiers with TWF, and any ranged weapon with accuracy are barely behind GWF with 1d12 or 2d6 weapons.</p><p></p><p>D&D is not as bad as Savage Worlds, where Strength is literally only used for melee combat damage and everything else uses Agility. But it's not really a well-thought-out division of the design.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9043441, member: 6777737"] I would tend to agree, and I will also agree that WotC won't do anything about it. The issue with Strength is that the things it does are either very boring, or very binary. Strength affects carrying capacity. Which very few tables seem interested in actually tracking. It's a lot of bookkeeping, and even if you're using digital tools it's not a tremendous amount of fun. Besides, a mule is 8 gp. The game has all sorts of ways to overcome carrying limits. Strength also allows you to wear heavier armors, but you still can't do so without penalty, and heavy armor itself is really only good if you're not playing a Dex-focused character. Strength also lets you manipulate the world through brute force. You can clear obstructions, bend bars, lift gates, etc. The trouble is... either these are obstacles that any party could overcome, or they're obstacles that aren't actually important to overcome. Sure, you [I]might[/I] gatekeep a critical item or pathway behind a Str or Athletics test. But the reality is that no DM will do that, especially if they're publishing the adventure. So Str does do things that no other attribute can, but in practice, Str still isn't required. It's an attribute of convenience. Str does have the highest damage output, but that's only because there are Heavy, Two-Handed melee weapons that deal 1d12 or 2d6 damage. And even then, the fighting styles you can use with Dex weapons mostly or completely make up the difference. A rapier with duelist, twin rapiers with TWF, and any ranged weapon with accuracy are barely behind GWF with 1d12 or 2d6 weapons. D&D is not as bad as Savage Worlds, where Strength is literally only used for melee combat damage and everything else uses Agility. But it's not really a well-thought-out division of the design. [/QUOTE]
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