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Armor as DR
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<blockquote data-quote="Griffith Dragonlake" data-source="post: 3196647" data-attributes="member: 40379"><p>From a <strong>balance</strong> perspective, I should think that using Dex for all attacks would be OK in a DR system provided that Str damage bonuses are doubled. Rogues would have an easier time hitting dextrous opponents (other Rogues) and Fighters would have an easier time overcoming DR (other Fighters). In 1994–97 I ran a 2nd Ed. game using Dex for all attacks. The PCs had to decide whether to hit more often for less damage or less often for more damage. It seemed to work fine under those rules. Haven’t tried it for 3.x.</p><p></p><p></p><p></p><p>From a <strong>realism</strong> or <strong>combat simulation</strong> perspective, I don't think the answer is quite so straightforward. Consider the following data points:</p><p></p><ul> <li data-xf-list-type="ul">Buy a plastic weapon from a costume store and notice how fast you can swing it as well as how easy it is to hit an object wherever you wish. Now try this with a real weapon (I have a few from Museum Replicas). The difference is significant. The plastic weapon demonstrates how Strength improves the ability to hit.</li> </ul> <ul> <li data-xf-list-type="ul">A mace or club can hit an opponent from all sides of the weapon. Whereas an axe has a single edge (in real life not fantasy). It is a lot easier to hit an opponent with a mace than it is with an axe. A long sword is also difficult to hit with the edge and even more difficult to thrust with it. It would seem that Dex would help the axe and especially the sword fighters.</li> </ul> <ul> <li data-xf-list-type="ul">These two data points would suggest that Str helps in attacks but that Dex helps with certain types of weapons as well. Dex may not help with sledge hammers and pickaxes but a high Str would certainly improve the attack.</li> </ul> <ul> <li data-xf-list-type="ul">In real life physics, damage = mass X speed. Str allows us to swing weapons faster. However there are diminishing returns in effect as well. I can swing a plastic sword very fast but it won't do much damage at all. Whereas I can swing a real sword and do some very real damage.</li> </ul><p>Based on the data above, I propose the following House Rules:</p><ul> <li data-xf-list-type="ul">No weapon finesse feat. All light weapons use Dex for attack and ½ Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">Swords use ½ Dex and ½ Str for attack and full Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">Mass Arms (mace, axe, club, pick, etc.) use Str for attack and 1.5 Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">2-handed swords use full Str + full Dex for attack and 1.5 Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">2-handed mass arms (polearms, great axe, etc.) use 2x Str bonus for attack and damage.</li> </ul><p></p><p>Spears are little more difficult to describe. Studies have shown that it doesn't take as much force to punch through armor with a properly placed spear thrust. This suggests to me that Dexterity and not Strength determines the Attack. It also suggests that the Str bonus is multiplied for damage. In my personal experience I have found it very difficult to hit anyone using a one-handed spear. Even 2-h is more difficult than with a swinging weapon. That's because if the angle isn't correct, the spear just glances off the armor. How about the following?</p><ul> <li data-xf-list-type="ul">1-handed spears use ½ Dex bonus to hit and 2x Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">2-handed spears use full Dex bonus to hit and 3x Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">Longspears use full Dex bonus to hit and 4x Str bonus for damage.</li> </ul> <ul> <li data-xf-list-type="ul">Pikes and Sarissa use ½ Str bonus and ½ Dex bonus to hit (due to their sheer size) and 5x Str bonus for damage.</li> </ul><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 3196647, member: 40379"] From a [B]balance[/B] perspective, I should think that using Dex for all attacks would be OK in a DR system provided that Str damage bonuses are doubled. Rogues would have an easier time hitting dextrous opponents (other Rogues) and Fighters would have an easier time overcoming DR (other Fighters). In 1994–97 I ran a 2nd Ed. game using Dex for all attacks. The PCs had to decide whether to hit more often for less damage or less often for more damage. It seemed to work fine under those rules. Haven’t tried it for 3.x. From a [B]realism[/B] or [B]combat simulation[/B] perspective, I don't think the answer is quite so straightforward. Consider the following data points: [list]Buy a plastic weapon from a costume store and notice how fast you can swing it as well as how easy it is to hit an object wherever you wish. Now try this with a real weapon (I have a few from Museum Replicas). The difference is significant. The plastic weapon demonstrates how Strength improves the ability to hit.[/list] [list]A mace or club can hit an opponent from all sides of the weapon. Whereas an axe has a single edge (in real life not fantasy). It is a lot easier to hit an opponent with a mace than it is with an axe. A long sword is also difficult to hit with the edge and even more difficult to thrust with it. It would seem that Dex would help the axe and especially the sword fighters.[/list] [list]These two data points would suggest that Str helps in attacks but that Dex helps with certain types of weapons as well. Dex may not help with sledge hammers and pickaxes but a high Str would certainly improve the attack.[/list] [list]In real life physics, damage = mass X speed. Str allows us to swing weapons faster. However there are diminishing returns in effect as well. I can swing a plastic sword very fast but it won't do much damage at all. Whereas I can swing a real sword and do some very real damage.[/list] Based on the data above, I propose the following House Rules: [list]No weapon finesse feat. All light weapons use Dex for attack and ½ Str bonus for damage.[/list] [list]Swords use ½ Dex and ½ Str for attack and full Str bonus for damage.[/list] [list]Mass Arms (mace, axe, club, pick, etc.) use Str for attack and 1.5 Str bonus for damage.[/list] [list]2-handed swords use full Str + full Dex for attack and 1.5 Str bonus for damage.[/list] [list]2-handed mass arms (polearms, great axe, etc.) use 2x Str bonus for attack and damage.[/list] Spears are little more difficult to describe. Studies have shown that it doesn't take as much force to punch through armor with a properly placed spear thrust. This suggests to me that Dexterity and not Strength determines the Attack. It also suggests that the Str bonus is multiplied for damage. In my personal experience I have found it very difficult to hit anyone using a one-handed spear. Even 2-h is more difficult than with a swinging weapon. That's because if the angle isn't correct, the spear just glances off the armor. How about the following? [list]1-handed spears use ½ Dex bonus to hit and 2x Str bonus for damage.[/list] [list]2-handed spears use full Dex bonus to hit and 3x Str bonus for damage.[/list] [list]Longspears use full Dex bonus to hit and 4x Str bonus for damage.[/list] [list]Pikes and Sarissa use ½ Str bonus and ½ Dex bonus to hit (due to their sheer size) and 5x Str bonus for damage.[/list] Comments? [/QUOTE]
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