Level Up (A5E) Strength vs Dexterity imbalance cannot be solved without addressing the Melee vs Ranged Imbalance.

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The game would be improved if 14 Dex and 14 Str were at least equal to if not strictly better than either 18 Str and 10 Dex or vice versa, for melee builds. It would mean that different stats contribute in different ways. Hard to do without making things complex, though.
 

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DND_Reborn

The High Aldwin
The game would be improved if 14 Dex and 14 Str were at least equal to if not strictly better than either 18 Str and 10 Dex or vice versa, for melee builds. It would mean that different stats contribute in different ways. Hard to do without making things complex, though.
I tried to offer an option that your attack bonus (and maybe damage?) could be equal to your STR and DEX mods together (maximum +5), but it didn't receive much support IIRC.
 

It sits firmly in homebrew territory, but my temptation is to do the following:

Make initiative equal to WIS+perception bonus

Make a range based modifer that gives a -1 for every 10 feet from the target. So ranged attacked 50 feet away have a -5 on the roll. This is not mitigated by sharpshooter, and creates a risk/reward incentive for ranged fighters to get close.

My other homebrew was to have armor as a set number regardless of DEX mod, but some people dislike it as they feel it nerfs DEX too much.
 


FrogReaver

As long as i get to be the frog
The problem with removing dex to damage is that the wizard now attacks harder With fire bolt than the archer fighter...
 

tetrasodium

Legend
Supporter
Epic
The problem with removing dex to damage is that the wizard now attacks harder With fire bolt than the archer fighter...
That's onlt true if the archer fighter has 10 strength & the wizard is an evoker or something along those lines. Even if those were the case & both were equal +s to the dice there is the very real benefit of multiple attacks vrs 1 single blast & how that multiplies with magic weapons that shift it firmly into a subjective "is A better than B" question.


There are a few problems with wizard "attacks." Ignoring leveled spells & sticking just to cantrips most of them feel balanced around a gish using them. Blasting cantrips like firebolt work out ok for blasters but there is a big hole for every other caster style. There are a few damage+debuff cantrips (d8 frost, slow movememt 10ft for 1 round) & frostbite (d6 frost & disadvantage on target's next weapon attack) both are single target 60ft range with a minor debuff. Chill touchi touch d8 & blocks healing for a round while all of them are single target. there is no aoe minor damage&minor debuff cantrip, no painful single target debuff, & no crowd/battlefield control cantrips that affect more than a single 5foot square. If you are worried about a wizard's default "I attack it" action outdamaging a fighter the best solution is to give wizards cantrips with powerful effects other than damage. Also don't forget that the wizard is in a similar boat as fighter compared to other martials when you compare wizard to other full casters... Clerics have a very different spell list armor channel divinity & so on making for a complex comparison like fighter/barbarian. Warlock & sorcerer however share a huge percentage of the wizard's spell list & gain access to spells at the same levels but have powerful & flashy class features
 

FrogReaver

As long as i get to be the frog
There is a lot that can be said about the imbalance between Strength and Dexterity.
I am here going to raise a point about how much 5e favours ranged combat compared to melee combat and then conclude by going back to the Strength vs Dexterity discussion bringing some ideas of possible fixes in the fore.



Melee Combat vs Ranged Combat
The biggest advantage of Ranged combat is of course the ability to reach out and touch the majority if not all the hostiles at any given time especially if you take the relative freedom of movement in 5e.


There are two issues tied for the second biggest advantage ranged combat enjoys.
2a. Archery fighting style is arguably the best and it combines exceptionally well with Sharpshooter feat.
2b. There are 4 ways to counter ranged combat: i. Cover, ii. Extreme Range, iii. Melee Engagement, iv. Falling Prone. Sharpshooter practically negates i. and ii. and crossbow expert negates iii. Under most circumstances falling prone is BAD.
3. A few monsters or spells negatively affect melee attackers, either with debuffs the trigger based on proximity or by being attacked.
4. The damage is comparable, with certain ranged builds being able to outdamage melee builds. Plus we have stackable magic ammunition and magic weapons.
5. Better magical support. Yes swift quiver I am looking at you and the 10 lvl bards with 4 longbow attacks


Strength vs Dexterity
I am going to keep a more combat focused analysis.
Dexterity is a superior save.
Dexterity governs initiative.
Dexterity offers at worse a -1 ac towards strength builds (with no armor related disadvantages)
A dex build is far more versatile at it can do both ranged and melee combat. Compare that to the laughable performance of thrown weapons that strength builds are practically locked in.

I dispute the problem. Hear me out though.

1. The biggest problems with the idea that bows are better is that the analysis doesn't value the threat of OA's - either for extra damage or for changing enemy behavior (influencing them to attack higher AC characters).

2a. A str based melee character will have 2-3 AC over a comparable dex based ranged character (+1 heavy armor, +1 Defensive Style or +2 shield).
2b. A dex based melee character will have 2 ac over the comparable dex based ranged character (+2 shield) while also having all the benefits you mentioned above for dex.
2. To summarize, melee characters tend to have significantly higher AC's.

3. Getting advantage as a melee character is much easier than getting advantage as a ranged character (prone)

4. While sharpshooter negates many of the downsides to ranged combat, GWM actually gives a huge buff to melee combat - An extra attack on killing an enemy is huge!

5. The only real downside to thrown weapons is their range. A fighter with the dueling fighting style can do 10.5 damage per thrown javelin (9.5 with daggers if dex based) while having 20 AC (19 with daggers). Compare that to a archery fighting style fighter doing 9.5 Damage with a rapier while having 17 AC.

*I must also completely disagree with your proposition that dex based characters can easily switch from archery to melee. Attempting to do so means you lose the benefit of your fighting style, and feat support for ranged combat and you still don't have a shield out as it's nearly never worth taking a whole turn to gain +2 AC.

**Swift Quiver on a bard at level 10 is pretty bad. Compare it to an eldritch blast and hex warlock at level 11...

***There really needs to be a thrown weapon feat!
 
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FrogReaver

As long as i get to be the frog
That's onlt true if the archer fighter has 10 strength & the wizard is an evoker or something along those lines. Even if those were the case & both were equal +s to the dice there is the very real benefit of multiple attacks vrs 1 single blast & how that multiplies with magic weapons that shift it firmly into a subjective "is A better than B" question.


There are a few problems with wizard "attacks." Ignoring leveled spells & sticking just to cantrips most of them feel balanced around a gish using them. Blasting cantrips like firebolt work out ok for blasters but there is a big hole for every other caster style. There are a few damage+debuff cantrips (d8 frost, slow movememt 10ft for 1 round) & frostbite (d6 frost & disadvantage on target's next weapon attack) both are single target 60ft range with a minor debuff. Chill touchi touch d8 & blocks healing for a round while all of them are single target. there is no aoe minor damage&minor debuff cantrip, no painful single target debuff, & no crowd/battlefield control cantrips that affect more than a single 5foot square. If you are worried about a wizard's default "I attack it" action outdamaging a fighter the best solution is to give wizards cantrips with powerful effects other than damage. Also don't forget that the wizard is in a similar boat as fighter compared to other martials when you compare wizard to other full casters... Clerics have a very different spell list armor channel divinity & so on making for a complex comparison like fighter/barbarian. Warlock & sorcerer however share a huge percentage of the wizard's spell list & gain access to spells at the same levels but have powerful & flashy class features

Level 5 wizard using firebolt @60% chance to hit
7.15 DPR

Level 5 fighter with longbow and no dex mod to damage @70% to hit (archer style)
6.75 DPR

Level 5 warlock with EB and agonizing blast
11.95 DPR

You can't make archery be the lowest DPR character and expect anyone to ever use archery. If ranged is too strong (something I dispute) you've got to find a solution that addresses all ranged abilities and not just bows.
 

FrogReaver

As long as i get to be the frog
My one suggestion to mitigating ranged combat if you deem necessary would be giving a -2 attack penalty if ally is adjacent to enemy (penalty isn't removed by sharpshooter).
 


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