Chris_Nightwing
First Post
So "god" tag does not fit, because PC can't be gods?
Not all of them should have hard time hitting things. A dwarven fighter in ironclad armor might not be the nimblest thing out-there, but they should have a very good ratio.
I think some games (like DC heroes or Marvel FASERIP system) got it right with their "fighting" attribute. "Fighting", or "prowess", or "weapon skill", or whatever name you want to give it, is the general physical power, accuracy, aggresiveness, will-to-fight, and combat-readiness of a given creature. It's not exactly the same as "base attack". It's a special attribute, a mix of Str, Dex, Willpower, and fierceness.
For example: an elephant shouldn't hit with more accuracy than a weasel just because of Str, but a rabbit shouldn't hit with more accuracy than a raging bull just becouse of dexterity.
However, as D&D give armor the chance to deflect the blow (AC), having a high STR makes sense somewhat. It's logic that a Fire Giant can pierce a dragon's scales better than a Sprite does.
It's not an easy solution, from the point of view of simulationism. Whatever you do, the simulation will fail somewhere, somehow, to explain something. However, it has a very easy solution from the point of view of narrativism (give the Ogre the chance to hit you think it fits the story) or gamism (give the ogre a balanced attack bonus for his Challenge Rating)
I think PCs can aspire to be gods, narratively and mechanically. They can't aspire to be elites or solos though.. not without unbecoming PCs.
I would also favour a system that avoided base attack bonus and used weapon skill. In which case your ogre simply isn't trained in weapons and/or hasn't spent any skill points on weapons.
EDIT: In fact, this is why penalties existed for being non-proficient (or indeed, bonuses for being proficient). Ogres clearly aren't trained in club use (they improvise with a big tree or whatever).
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