D&D 5E Missile weapons atk and dmg.

Been busy but I finally had a chance to peruse the rules for 5e. One thing that jumped out at me was that melee weapons use the str or dex bonus for atk and damage and missile weapons now use the dex bonus for BOTH atk and damage.

I like this although I can definitely see that it boosts the rogue's/elf damage potential.

MK
 

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MerricB

Eternal Optimist
Supporter
Yes, for those unfamiliar with how 4E did things, it's a bit of a surprise.

Note that you have a couple of exceptions: Thrown ranged weapons can use either Dex or Str, and likewise Finesse melee weapons can use either Str or Dex.

Cheers!
 

T

TDarien

Guest
Thrown ranged weapons can use either Dex or Str
This isn't quite true. Thrown weapons use the same ability you use to attack with them in melee. So you can only use Dex for Thrown finesse weapons (such as the dagger)

Basic Rules said:
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 
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Derren

Hero
Been busy but I finally had a chance to peruse the rules for 5e. One thing that jumped out at me was that melee weapons use the str or dex bonus for atk and damage and missile weapons now use the dex bonus for BOTH atk and damage.

I like this although I can definitely see that it boosts the rogue's/elf damage potential.

MK

In my eyes a completely unnecessary change which goes completely against how things work in real life (pre-firearm).
 
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In my eyes a completely unnecessary change which goes completely against how things work in real life (pre-firearm).


Of the many things that don't work in D&D as they do in real life this doesn't even register.

When I feel the need for a simulationist game I play GURPS. Accept no substitutes. :cool:
 


Thaumaturge

Wandering. Not lost. (He/they)
This isn't quite true. Thrown weapons use the same ability you use to attack with them in melee. So you can only use Dex for Thrown finesse weapons (such as the dagger)

You might want to read the last bit of the rules text you quoted again.

5B said:
if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Thaumaturge.
 

In my opinion a deviation from reality should only be done with a good reason. What reason was it to make ranged fighters Dex only?

Elegance.

It's much easier to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack and damage rolls with ranged weapons. For finesse and thrown weapons, you can choose to use either stat."

than it is to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack rolls with ranged weapons, but you normally don't use any stat to modify your damage roll. With a bow you do apply the modifier from your Strength if your Strength is below 10. Also, compound bows have a Strength minimum (different for each bow), and if you have at least that much Strength you can add the modifier for that Strength to your damage roll with the bow. If your Strength is too low you take a -2 penalty to your attack roll. For finesse weapons and thrown weapons, you use Dexterity for your attack roll and Strength for your damage roll."

Realism can help make the events in a game feel more weighty and help draw the players in. But at a certain point, rules complexity starts to get in the way of fun. We humans are smart, but brain cells being used to parse math are brain cells not being used for creativity.

Also, if you can aim precisely (with your Dexterity), maybe you don't dig your arrow quite as deep into your enemy's flesh, but you still hit a vulnerable spot. It's a hand-wave I can easily accept to make the game run faster.

(That said, I don't want things to get too simple. I don't want a version of D&D that just says, "Flip a coin. Heads you hit. Tails you miss.")
 

Umbran

Mod Squad
Staff member
Supporter
When I feel the need for a simulationist game I play GURPS. Accept no substitutes. :cool:

Bah. When I'm feeling really simulationist, I strap on my armor, pick up my polearm (which has been named "Boom Stick" by my fellows) and walk out onto the heavy list field.

I allow folks to accept substitutes, 'cause getting hit with things sometimes hurts :heh:
 

Andor

First Post
In my eyes a completely unnecessary change which goes completely against how things work in real life (pre-firearm).

Having a dagger stab you gently in the throat is probably more harmful than having the pommel bounce off your thigh really hard. Just my 2¢.
 

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