D&D 5E Attack bonus equals Strength AND Dexterity, not Strength OR Dexterity.


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I've considered making lots of changes to the combat system of 5e:
  • Making armor damage reduction and removing AC entirely; as a rough idea, the armor table would give a damage reduction equal to the value over 10 that the armor provides; so, Hide armor provides a -1 to physical damage, while plate armor provides a -8 to damage (which would allow you to ignore most attacks from weapon-wielding creatures that aren't bugbears or similar brutes or Large or larger creatures).
  • Giving each a creature a Dodge and Parry Defense Value based on Dex and/or Str; Parry would use STR or either STR or DEX if you're using a finesse weapon; Dodge would be Dex. Monks would get to parry without wielding a weapon, of course.
But, looking at all the changes.....its too much change for not enough benefit. As with most houserules that I've used over the years.
 

But, looking at all the changes.....its too much change for not enough benefit. As with most houserules that I've used over the years.
Yep. At one point I had 20+ pages of house-rules for 5E. Now I am down to just 4 pages. In all those revisions, there is only a handful or so that keep making the cut.

This idea is just something I decided to explore and I doubt I'll adopt it or any version of it.
 

I don’t think this is exactly the right answer, but in general I think more MAD is the solution to having racial ASIs with disadvantaging certain race/class combos, as you allude to in the last paragraph.
 

Eh, I'm not a fan either. I got pretty tired of stacking bonuses in 3.X Edition and Pathfinder, and I'm not ready to trod them back out again.

On a tangent, I like using Intelligence instead of Dexterity for ranged attacks. Hand-eye coordination is all fine and good, but there is also a good deal of math and science involved in shooting or archery...stuff like trajectory, geometry, physics, air resistance, wind speed, and timing all come into play. So I'd probably house-rule that a character can use either their Dex or their Int for ranged attacks.
 

On a tangent, I like using Intelligence instead of Dexterity for ranged attacks. Hand-eye coordination is all fine and good, but there is also a good deal of math and science involved in shooting or archery...stuff like trajectory, geometry, physics, air resistance, wind speed, and timing all come into play. So I'd probably house-rule that a character can use either their Dex or their Int for ranged attacks.
I understand this logic, but the actual application of ranged attacks depends a lot more on muscle coordination, balance, and such, than on the math/physics IMO.

Now, you could extend my idea in the OP so that melee attacks were STR/DEX combo but ranged attacks were DEX/INT combo, with the same +5 max?
 

I understand this logic, but the actual application of ranged attacks depends a lot more on muscle coordination, balance, and such, than on the math/physics IMO.

Now, you could extend my idea in the OP so that melee attacks were STR/DEX combo but ranged attacks were DEX/INT combo, with the same +5 max?
Nah, not my jam. My love for having Int-based ranged attacks is not enough to offset my hatred of stacking bonuses. ;-)
 

This could work is all or almost all things add 2 abilities to it's mechanics.

I.E.

melee attack: str+dex
ranged attack: dex+wis

AC: dex+int
Fort save:str+con
ref save:dex+int
will save:wis+cha

clerics spell attack/DC:wis+cha
druid spell attack/DC:int+wis
paladin spell attack/DC:str+cha
ranger spell attack/DC:int+wis
sorcerer spell attack/DC:con+cha
warlock spell attack/DC:int+cha
wizard spell attack/DC:int+wis
 



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