D&D 5E Attack bonus equals Strength AND Dexterity, not Strength OR Dexterity.

I agree that a "Str & Dex" martial character is generally a bit sub-par compared with a straight-up "Str OR Dex" build - which is a shame because well rounded physical prowess is a bit of a hallmark of many fantasy heroes. However as others have pointed out, a universal rule like the one porposed would crash into a lot of other things in the game like monster attacks, AC, etc. It would be hard to untangle.

Perhaps a few opt-in modular components that can be taken as part of the "Str & Dex" build might help - a fighting style and a feat? A few subclasses with attractive features that rely both abilities, such as Enforcer rogue, Slayer barbarian, Mighty-Grip monk, or Myrmidon fighter?

This way, if you invest ASIs and resources into your Str/Dex build, you can keep up with those who invest their ASIs and resources in pure-dex and pure-str builds? The tricky part would be striking the right balance - the feats, styles, and subclasses would need to appear a bit OP on paper but a lot of that perceived power would be compensating for the MAD build. It would be hard to judge.

D.
 

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Maybe just go with every weapons use Dex to hit, and Str for damage ?
Maybe go with Dex to hit, Wis to for damage on ranged attack?

This way all characters need to invest in more stats, making it plausible to have many high ability scores nearly equaling proficiency, which I think is something you dont like much. Just be aware that this would make Spellcaster a little stronger because they would mostly need only their main casting stats and a passable Con score.
 

Maybe just go with every weapons use Dex to hit, and Str for damage ?
Maybe go with Dex to hit, Wis to for damage on ranged attack?

This way all characters need to invest in more stats, making it plausible to have many high ability scores nearly equaling proficiency, which I think is something you dont like much. Just be aware that this would make Spellcaster a little stronger because they would mostly need only their main casting stats and a passable Con score.

This could work. It would be a bit of a hit to weapon-users that spellcasters don't really have to suffer from. The whole "which stat is used for offense" thing isn't really a balancing factor of the stats in my opinion, as people will have a high stat in their attack stat generally speaking. I do like it for thematic things, though (which kind of armor is best for you, what kind of weapon is best for you, what kind of feats you can take).

More balanced characters would be nice. 4E kind of had this because different weapon groups had different ability scores that triggered special effects on powers. Heavy weapons tended to have Con as a secondary stat, balanced weapons had Dex as a secondary stat, and finessey weapons had Str as a secondary stat (with Dex as primary). It would be just as easy to have Str secondary for light thrown, Dex secondary (Str primary) for heavy thrown, and Wis secondary for projectiles.

I would like to see a strong attempt to rebalance the ability scores without thinking about their offensive applications.
 

I’d be more comfortable with this idea but for damage, make bows finesse, have strength increase short range for thrown weapons, and have crossbows have a minimum strength (Hand and light 11, heavy 13?).
 

I’d be more comfortable with this idea but for damage, make bows finesse, have strength increase short range for thrown weapons, and have crossbows have a minimum strength (Hand and light 11, heavy 13?).

You know, that reminds me, I've always wanted to give thrown weapons range that was a function of your Strength mod.
 

Hmm...

Interesting responses. I'll have to give it more thought. I don't see the downside in any manner than many of you seem to think, but maybe as I consider it more those points will make more sense?

FWIW, this certainly isn't something I am strongly considering, so I don't want people to waste too much time on it unless you feel so inclined. ;)
 

I’d be more comfortable with this idea but for damage, make bows finesse, have strength increase short range for thrown weapons, and have crossbows have a minimum strength (Hand and light 11, heavy 13?).

I have an houserule that makes STR pertinent to the range calculation of weapons:

  • Throw: Short Range = Str Score, Long Range = 3 x STR score
  • Sling: Short range = 2 x STR score, Long Range = 5 x STR score
  • Bows: Short Range = 3 x STR score, Long range = 10 x STR score
  • Crowbows: fixed range: 60/180,
 

I have an houserule that makes STR pertinent to the range calculation of weapons:

  • Throw: Short Range = Str Score, Long Range = 3 x STR score
  • Sling: Short range = 2 x STR score, Long Range = 5 x STR score
  • Bows: Short Range = 3 x STR score, Long range = 10 x STR score
  • Crowbows: fixed range: 60/180,
I would just do something like add STR mod x5 to normal range and STR mod x10 to long range.

So, a javelin (normally 30 / 120) thrown by a STR 20 (+5 mod) would add 25 ft to normal and 50 feet long ranges, making it 55 / 170).
 

I would just do something like add STR mod x5 to normal range and STR mod x10 to long range.

So, a javelin (normally 30 / 120) thrown by a STR 20 (+5 mod) would add 25 ft to normal and 50 feet long ranges, making it 55 / 170).

That could do it, right!

I, quite personally, think that the precision range on ranged attack in D&D is too long. I prefer to have my ranged players having to choose between a clear shot by being closer to the fray or a less effective volley shot from far away, far from danger but with less efficacy. So that is why I went with shorter ranges.
 

A lot of the criticisms seem to center around the effects it would have on monsters with negative modifiers. Since the goal is just to make mixed attribute characters more useful, that probably isn't a desirable side effect. So how could you accomplish the goal without that issue?

A possibility would be to say that calculations can use either the standard system or this system, whichever is more advantageous for them. That benefits mixed stat characters without penalizing creatures with a negative modifier. It still has the side effect though that some monsters will have attack stats that actually go up. Of course, that's generally a good thing.
 

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