Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Dex mod tp damage when using ranged weapons: Please do away with.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MoonSong" data-source="post: 6068076" data-attributes="member: 6689464"><p>I'm more on the field "ranged attacks get no extra bonus damage from dex, except for thrown weapons which do from str". Though I conisder 3rd edtiion got it mostly right in this regard:</p><p></p><p>-All melee weapon attacks use Str bonus to hit and damage, certain weapons can be used with dexterity to hit but all melee weapons cause damage based on strength, no exceptions. (The only difference that I think Next has gotten right is to allow everyone to use dex with finesseable weapons without a feat, but using dex to damage looks wrong)</p><p>-Thrown weapons use str bonus to hit and damage</p><p>-Other ranged weapons use Dex to hit, but not to damage:</p><p>** Use dex to hit with slings (I don't agree on the str mod to damage with slings though, it is completely unconsecuential, the only thing that affects the power wihich with a sling bullet strikes is terminal speed, which is affected by the length of the sling and the ability of the shooter, perhaps the only case where it is plausible to apply dex to damage)</p><p>** Use dex to hit with bows, having a strength penalty results on a weakened shot, composite bows cause more damage since they concentrate more energy on the shot, but they need more strength to be used propperly (This is a good nod to how it works in real life, except that for real bows if you don't have the required strength to tense the bow you cannot use it at all, and if you aren't strong enough to tense it comfortably your aiming ability gets compromised)</p><p>** Use dex to hit with crossbows, no bonus to damage. Strength is unconsequential to using a crossbow ( except that in real life having a low strength prevents you from reloading a crossbow, unless it has a reload lever to make your life easier -though it would take more time to reload, and it is very foolish adn dangerous to carry around a loaded crossbow-, and of course it affects your ability to aim when using a heavy crossbow, specially for more carefully aimed shots, unless it is partially stationary)</p><p></p><p>However in order to have a simpler yet somewhat satisfactory core:</p><p>-Melee weapons Str (or Dex) to hit, Str to damage </p><p>-Thrown weapons Str to hit, str to damage</p><p>-Ranged weapons Dex to hit, none to damage.</p><p></p><p>It helps to balance the naturally safer nature of attacking at range with the more dangerous melee combat, and it gives an incentive for Dex based fighters and rogues not to dump Str. (As seen previously, Dex has a big tendency to become a godstat among mundane characters) Not ot mention the nod at realism (the only thing that makes a missile more destructive from other exactly equal is it's terminal speed, which is a result of the energy and force used to fire it -of course the landing spot of said missile is a nother big factor, but that is already abstracted away on the weapon damage roll and the attack roll, as informed by crtitical hits, no need to put it twice- most missile weapons fire using a very consistent amount of force, from bows, to crossbows, to guns)</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6068076, member: 6689464"] I'm more on the field "ranged attacks get no extra bonus damage from dex, except for thrown weapons which do from str". Though I conisder 3rd edtiion got it mostly right in this regard: -All melee weapon attacks use Str bonus to hit and damage, certain weapons can be used with dexterity to hit but all melee weapons cause damage based on strength, no exceptions. (The only difference that I think Next has gotten right is to allow everyone to use dex with finesseable weapons without a feat, but using dex to damage looks wrong) -Thrown weapons use str bonus to hit and damage -Other ranged weapons use Dex to hit, but not to damage: ** Use dex to hit with slings (I don't agree on the str mod to damage with slings though, it is completely unconsecuential, the only thing that affects the power wihich with a sling bullet strikes is terminal speed, which is affected by the length of the sling and the ability of the shooter, perhaps the only case where it is plausible to apply dex to damage) ** Use dex to hit with bows, having a strength penalty results on a weakened shot, composite bows cause more damage since they concentrate more energy on the shot, but they need more strength to be used propperly (This is a good nod to how it works in real life, except that for real bows if you don't have the required strength to tense the bow you cannot use it at all, and if you aren't strong enough to tense it comfortably your aiming ability gets compromised) ** Use dex to hit with crossbows, no bonus to damage. Strength is unconsequential to using a crossbow ( except that in real life having a low strength prevents you from reloading a crossbow, unless it has a reload lever to make your life easier -though it would take more time to reload, and it is very foolish adn dangerous to carry around a loaded crossbow-, and of course it affects your ability to aim when using a heavy crossbow, specially for more carefully aimed shots, unless it is partially stationary) However in order to have a simpler yet somewhat satisfactory core: -Melee weapons Str (or Dex) to hit, Str to damage -Thrown weapons Str to hit, str to damage -Ranged weapons Dex to hit, none to damage. It helps to balance the naturally safer nature of attacking at range with the more dangerous melee combat, and it gives an incentive for Dex based fighters and rogues not to dump Str. (As seen previously, Dex has a big tendency to become a godstat among mundane characters) Not ot mention the nod at realism (the only thing that makes a missile more destructive from other exactly equal is it's terminal speed, which is a result of the energy and force used to fire it -of course the landing spot of said missile is a nother big factor, but that is already abstracted away on the weapon damage roll and the attack roll, as informed by crtitical hits, no need to put it twice- most missile weapons fire using a very consistent amount of force, from bows, to crossbows, to guns) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dex mod tp damage when using ranged weapons: Please do away with.
Top