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<blockquote data-quote="Jester David" data-source="post: 7033884" data-attributes="member: 37579"><p>Theoretically though, Dexterity determines your ability to accurately hit weak spots. Really, while Dex makes little sense with damage, Strength makes little sense for attacks. </p><p></p><p>That leads to an interesting house rule to test in 5e: use Dex for attack rolls and Str for damage rolls. For all weapons. So can hit less often for more damage or more often for less damage or somewhere in the middle.</p><p>It'd be interesting.</p><p></p><p></p><p>Well, yeah. Increase all the numbers across the board. Everyone gets a +5 to everything!!</p><p> </p><p></p><p>How do you figure?</p><p> Using the DMG numbers, when you hit CR 17, AC is expected to increase faster than attack bonuses. The difference in ACs is +6 between CR 1 and 20 and the difference in proficiency is +4. Even if you factor in two ability score boosts, you only end up hitting 5% more. </p><p></p><p>In practice, monsters from the <em>Monster Manual</em> don't follow those rules very well. And many do have much lower (or higher) ACs. But most mid to high level monsters in the MM also have very low hit points compared to what is expected, so dropping hit points isn't as necessary. Really... they should go up.</p><p>Monsters have hundreds of hit points because players attack as a party and can do that much damage. My level six party can easily crank out over a hundred hit points of damage in a round. </p><p></p><p>You can change that by increasing ACs and reducing accuracy, but that also increases this miss rate. When players miss, that's not fun. That's their turn wasted. 5e has a much higher hit rate compared to 4e and 3e because missing half the time sucks.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7033884, member: 37579"] Theoretically though, Dexterity determines your ability to accurately hit weak spots. Really, while Dex makes little sense with damage, Strength makes little sense for attacks. That leads to an interesting house rule to test in 5e: use Dex for attack rolls and Str for damage rolls. For all weapons. So can hit less often for more damage or more often for less damage or somewhere in the middle. It'd be interesting. Well, yeah. Increase all the numbers across the board. Everyone gets a +5 to everything!! How do you figure? Using the DMG numbers, when you hit CR 17, AC is expected to increase faster than attack bonuses. The difference in ACs is +6 between CR 1 and 20 and the difference in proficiency is +4. Even if you factor in two ability score boosts, you only end up hitting 5% more. In practice, monsters from the [i]Monster Manual[/i] don't follow those rules very well. And many do have much lower (or higher) ACs. But most mid to high level monsters in the MM also have very low hit points compared to what is expected, so dropping hit points isn't as necessary. Really... they should go up. Monsters have hundreds of hit points because players attack as a party and can do that much damage. My level six party can easily crank out over a hundred hit points of damage in a round. You can change that by increasing ACs and reducing accuracy, but that also increases this miss rate. When players miss, that's not fun. That's their turn wasted. 5e has a much higher hit rate compared to 4e and 3e because missing half the time sucks. [/QUOTE]
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