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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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<blockquote data-quote="triqui" data-source="post: 6003429" data-attributes="member: 57948"><p>So "god" tag does not fit, because PC can't be gods?<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p></p><p></p><p></p><p>Not all of them should have hard time hitting things. A dwarven fighter in ironclad armor might not be the nimblest thing out-there, but they should have a very good ratio.</p><p>I think some games (like DC heroes or Marvel FASERIP system) got it right with their "fighting" attribute. "Fighting", or "prowess", or "weapon skill", or whatever name you want to give it, is the general physical power, accuracy, aggresiveness, will-to-fight, and combat-readiness of a given creature. It's not exactly the same as "base attack". It's a special attribute, a mix of Str, Dex, Willpower, and fierceness.</p><p></p><p>For example: an elephant shouldn't hit with more accuracy than a weasel just because of Str, but a rabbit shouldn't hit with more accuracy than a raging bull just becouse of dexterity.</p><p></p><p>However, as D&D give armor the chance to deflect the blow (AC), having a high STR makes sense somewhat. It's logic that a Fire Giant can pierce a dragon's scales better than a Sprite does.</p><p></p><p> It's not an easy solution, from the point of view of simulationism. Whatever you do, the simulation will fail somewhere, somehow, to explain something. However, it has a very easy solution from the point of view of narrativism (give the Ogre the chance to hit you think it fits the story) or gamism (give the ogre a balanced attack bonus for his Challenge Rating)</p></blockquote><p></p>
[QUOTE="triqui, post: 6003429, member: 57948"] So "god" tag does not fit, because PC can't be gods?:erm: Not all of them should have hard time hitting things. A dwarven fighter in ironclad armor might not be the nimblest thing out-there, but they should have a very good ratio. I think some games (like DC heroes or Marvel FASERIP system) got it right with their "fighting" attribute. "Fighting", or "prowess", or "weapon skill", or whatever name you want to give it, is the general physical power, accuracy, aggresiveness, will-to-fight, and combat-readiness of a given creature. It's not exactly the same as "base attack". It's a special attribute, a mix of Str, Dex, Willpower, and fierceness. For example: an elephant shouldn't hit with more accuracy than a weasel just because of Str, but a rabbit shouldn't hit with more accuracy than a raging bull just becouse of dexterity. However, as D&D give armor the chance to deflect the blow (AC), having a high STR makes sense somewhat. It's logic that a Fire Giant can pierce a dragon's scales better than a Sprite does. It's not an easy solution, from the point of view of simulationism. Whatever you do, the simulation will fail somewhere, somehow, to explain something. However, it has a very easy solution from the point of view of narrativism (give the Ogre the chance to hit you think it fits the story) or gamism (give the ogre a balanced attack bonus for his Challenge Rating) [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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