magic_gathering2001
First Post
thanks, I just hope the numbers work.
monboesen said:Some of the arguments for using strength are
1. Game balance (dex becomes to important)
2. Swinging any object of even 3-4 pounds for a short stretch of time does not have to do with agility, it requires strength
3. As armor makes you more difficult to hit rather than reduce damage, strength bonus to hit actually models hitting hard enough to get through armor
4. While agility might help you landing blows, strenght is required to make them matter (do damage)
5. Without strength you will not be able to move your weapon fast and precise enough to use your agility
Aus_Snow said:Does Wisdom mod for Initiative appeal? I think you have mentioned it yourself (Nyaricus) - is that right?
Well anyway, it might help to somewhat offset the power slide.
Maybe if there's some way you'd like to emphasise the consequences of being caught off-guard, that might help to further balance things. By means of Wisdom becoming more highly prized in general (i.e., not just for divine casters), that is.
dude, having two abilities makes so much sense, and yet only further complicates things (like you say). I'd love to use it, but i . . .hesitate. Too many things to consider. I'd rather kepe the core 6 here, in this case. Nice idea though - I'll keep that in my notes.XeviatTranion said:In my games, I split Dex into Dexterity and Agility; Agility has AC and Reflex saves, Dex has all to hit rolls and the majority of the skills. Dex is about coordination, Agility is about speed.
I'm also having armor grant some DR and having their ACs reduced slightly, as UA suggests; this will help counter the potentially lower ACs, to hits, or damage that melee characters may suffer from.
It's worked out well so far, but adding ability scores does strain the system (it's harder to aquire magic items to boost them for instance).
Aus_Snow said:Now, I can definitely see why requiring a certain level of strength to even heft those things might be logical (in fact, that's part of my house rules - minimum Strength ratings for every single weapon, with a penalty applying if it's not met), but in terms of coordination, accuracy etc. (i.e., being able to actually hit something)? No, I think Dexterity is the appropriate ability to represent that.
nice feat if you want to introduce dexterity into you game - but like i said i want to make it standardized. The only thing i could add is that any weapon that could be applied to the standard Weapon Finesse should count as weighing half of what it actually does (rapiers, etc). That way, it still keep the flavour for quicker weapons.magic_gathering2001 said:Name: Weapon Finesse
Prerequisites: see below
Bentifit: You may add your DEX modifier to attack rolls with any weapon so long as your strength is greater than or equal to tice the wieght of the weapon in pounds.
Special: This bonus does not stack with your strength bonus to attack rolls
Thank you for the link, Sir Brennan. The more i see, the more i like The Waking Lands. I will have to go over it in greater detail, when i get the chanceSir Brennen said:There's a pretty extensive variant combat system over at The Waking Lands, which takes the Dex to Hit/Str to Damage idea and combines it with Armor as Damage Reduction.
Actually, I was using that house rule - made from scratch (simple as it is) - long before I came across FStS (thanks to your recommendation).Nyaricus said:Aus_Snow, are those the rules, page 306 in From Stone to Steel, or are you using another system?
i would use minimun Str rules for weapons to be used. This only makes sense using Dex to hit.
i like it. very simple, easy to remeber, adn makes actual ability SCORES (not bonuses) more useful. kudos, man, this is what i think will make the cut2: Characters have a -1 attack penalty per lb thier wielded weapon EXCEEDS half ther Str score if wielded in one hand, full Str if wielded in two hands.