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How do you feel about Dex in the first playtest?

MacMathan

Adventurer
Supporter
IMO it feels like Dex has become even more of an uber stat compared to the others. It can give you ac, init, melee, and ranged attacks not to mention influence many exploration based skills.

Compared to Str and Con it currently seems too heavily dominant in the combat pillar. Also I would say it is quite competitive in the Exploration pillar while being a bit weak in the Interaction pillar (except for pick pocketing/planting goods).

For my game I might want to see something like another stat be able to influence init also maybe Wis or Int. Also I am not sold on it as a damage additive for melee or ranged attacks, I can see to hit but I might balance that with Str keeping the damage mod role exclusively. That might make non casters too MAD though.

Thoughts/Ideas?
 

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Well... Lets throw some ideas out there and see what sticks, shall we?

1) Don't use Dex for improving damage of any melee weapon.
2) Make Initiative Bonus based on movement, not Dex.
3) Strength for throw weapons - damage and attack.
4) Use Str or Con as a limiting factor for Armor Use.
5) Split Dex into Dexterity and Agility (Hand, Feet).
6) Armor Limits Dex Bonus.
7) Merge Str and Con into one stat.
8) Use Dex for skill checks sparingly in your game.

Again - this is just stuff I'm throwing out there... Not sure what would work and what wouldn't.
 


Dex modified ranged attacks and AC. It could modify saves (we played that way, but I don't know if everyone did). It modified thief skills and some non-weapon proficiencies. It could modify init, though again I think that was optional.

Only nod to melee was through two weapon fighting, but this could be a big deal, depending.

So, we have finesse weapons (instead of dual wielding) and greater clarity on its use out of combat...I guess that is a promotion.
 

Well... Lets throw some ideas out there and see what sticks, shall we?

1) Don't use Dex for improving damage of any melee weapon.
2) Make Initiative Bonus based on movement, not Dex.
3) Strength for throw weapons - damage and attack.
4) Use Str or Con as a limiting factor for Armor Use.
5) Split Dex into Dexterity and Agility (Hand, Feet).
6) Armor Limits Dex Bonus.
7) Merge Str and Con into one stat.
8) Use Dex for skill checks sparingly in your game.

Again - this is just stuff I'm throwing out there... Not sure what would work and what wouldn't.
I like 6, but in most cases it would make no difference.

1 is also something to consider.
 

Not too bothered by Dexterity's primacy-- if I were, I would have stopped playing D&D and its descendants long ago-- but I think making Wisdom the Initiative stat would help a lot. And make logical sense.
 

Dex fighters don't get the high damage dice from big two-handed strength weapons so this might be their opportunity cost. Increase the AC of heavy armor by +1 so strength fighters can stay in the same AC range as the high dex fighters. I don't see any other problems with the Dex stat. Finesse weapons have much smaller damage dice than heavy weapons so I think it might be balanced.

-YRUSirius
 

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