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<blockquote data-quote="Blue" data-source="post: 6874074" data-attributes="member: 20564"><p>This contradicts what you say in the OP. Unless you are saying that +crit is intended to replace +damage for light weapons. Let's look at 20 Dex. In current system, each attack is d6+5 (avg 8.5), with 1 attack in 20 as 2d6+10 (avg 17). Assuming you need an 11 to hit, that's 45% * 8.5 + 5% * 17 = 4.675 expected damage per attack. With your system, your damage is d6 for a hit (20%) and 2d6 for a crit (30%), that's 20% * 3.5 + 30% * 7 = 2.8 expected damage per attack. You're losign about 40% of your damage for becoming Dex only. (It could be d4s or d8s as well for light weapons, I went for the middle.)</p><p></p><p>So no, that's not it.</p><p></p><p></p><p></p><p>This also contradicts what you wrote in the OP. Dex only affects crits, which won't adjust and spells you need to save vs.</p><p></p><p></p><p></p><p>I stand by my math. You start with a 5% chance of critical and gain 5% additional per plus of dex mod, for a total of 30% chance with a 20 dex. Chance of a critical is 30% first die + ( 70% first die isn't a critcal * 30% chance the second die is a critical) = .3 + (.7 * .3) = 51%. Exactly as I said. You may want to make sure you are using the right numbers before criticizing someone else's math and making faulty guesses how they arrived there.</p><p></p><p></p><p></p><p>With 8 ability scores generated, getting two good ones isn't hard. Especially when the effects of it on weapon wielders is SO multiplicative. It's such a no brainer to put good scores in both it will decrease character diversity, the exact opposite of what you say will happen.</p><p></p><p></p><p></p><p>Care to explain why isn't of just declaring it not a problem by fiat?</p></blockquote><p></p>
[QUOTE="Blue, post: 6874074, member: 20564"] This contradicts what you say in the OP. Unless you are saying that +crit is intended to replace +damage for light weapons. Let's look at 20 Dex. In current system, each attack is d6+5 (avg 8.5), with 1 attack in 20 as 2d6+10 (avg 17). Assuming you need an 11 to hit, that's 45% * 8.5 + 5% * 17 = 4.675 expected damage per attack. With your system, your damage is d6 for a hit (20%) and 2d6 for a crit (30%), that's 20% * 3.5 + 30% * 7 = 2.8 expected damage per attack. You're losign about 40% of your damage for becoming Dex only. (It could be d4s or d8s as well for light weapons, I went for the middle.) So no, that's not it. This also contradicts what you wrote in the OP. Dex only affects crits, which won't adjust and spells you need to save vs. I stand by my math. You start with a 5% chance of critical and gain 5% additional per plus of dex mod, for a total of 30% chance with a 20 dex. Chance of a critical is 30% first die + ( 70% first die isn't a critcal * 30% chance the second die is a critical) = .3 + (.7 * .3) = 51%. Exactly as I said. You may want to make sure you are using the right numbers before criticizing someone else's math and making faulty guesses how they arrived there. With 8 ability scores generated, getting two good ones isn't hard. Especially when the effects of it on weapon wielders is SO multiplicative. It's such a no brainer to put good scores in both it will decrease character diversity, the exact opposite of what you say will happen. Care to explain why isn't of just declaring it not a problem by fiat? [/QUOTE]
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