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DEX - taming the uber-stat by not letting it add to AC
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<blockquote data-quote="77IM" data-source="post: 6718056" data-attributes="member: 12377"><p>It doesn't make sense to me; nimble characters in light armor should be harder to hit, based on Dexterity.</p><p></p><p>Instead, I'd take away:</p><p></p><p>1. Initiative. This could be based on Wisdom (although then Wisdom risks becoming an uber-stat since Perception and Wisdom saves are both so common). Or make it class-based: rogues, fighters, and rangers get +5, while bards, monks, and barbarians get +2, and everybody else gets +0. (Your distribution may vary.)</p><p></p><p>2. Damage. Make all weapon damage based on Str. This is a back-door buff to Str-based warriors since they can now use bows and crossbows and still deal full damage (even if their attack bonus is less because their Dex is not as good as their Str). But the main goal is to nerf Dex-based melee characters who tend to be strong for all the reasons listed by the OP. If they're dealing less raw damage, it gives them incentive not to dump Str, and to find other ways to deal damage (like sneak attack, dueling style, multiple attacks, Sharpshooter feat, etc.).</p><p></p><p>3. Skills. If you are super liberal about using skills with different ability scores you could allow things like Wisdom (Stealth) or Intelligence (thieve's tools) or even Constitution (Acrobatics) or Charisma (Sleight of Hand). Taken too far, this can become absurd, and this play style is certainly a matter of taste.</p></blockquote><p></p>
[QUOTE="77IM, post: 6718056, member: 12377"] It doesn't make sense to me; nimble characters in light armor should be harder to hit, based on Dexterity. Instead, I'd take away: 1. Initiative. This could be based on Wisdom (although then Wisdom risks becoming an uber-stat since Perception and Wisdom saves are both so common). Or make it class-based: rogues, fighters, and rangers get +5, while bards, monks, and barbarians get +2, and everybody else gets +0. (Your distribution may vary.) 2. Damage. Make all weapon damage based on Str. This is a back-door buff to Str-based warriors since they can now use bows and crossbows and still deal full damage (even if their attack bonus is less because their Dex is not as good as their Str). But the main goal is to nerf Dex-based melee characters who tend to be strong for all the reasons listed by the OP. If they're dealing less raw damage, it gives them incentive not to dump Str, and to find other ways to deal damage (like sneak attack, dueling style, multiple attacks, Sharpshooter feat, etc.). 3. Skills. If you are super liberal about using skills with different ability scores you could allow things like Wisdom (Stealth) or Intelligence (thieve's tools) or even Constitution (Acrobatics) or Charisma (Sleight of Hand). Taken too far, this can become absurd, and this play style is certainly a matter of taste. [/QUOTE]
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