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Dex vs. Str
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<blockquote data-quote="snickersnax" data-source="post: 7271208" data-attributes="member: 6888204"><p>I'm liking dexterity to hit and strength for damage. </p><p></p><p>1) It corrects some problems with tiny high dexterity creatures doing ridiculous amounts of damage (animate objects).</p><p> </p><p>2) It reduces overall damage output by melee and ranged and could help fights last more than one to three rounds. Some may like short fights, but I prefer fights to last just a little longer (I think 3-5 rounds would be a better balancing point).</p><p></p><p>3) For me it make a lot of sense that dexterity improves aim, strength delivers damage. I know some folks want to see strength improve to hit because of armor and the D&D combat system, but if a person is unarmored why would strength improve chances to hit? Better to be consistent, and since I'm wanting to add in extra damage for two-handed fighting (see below), strength doesn't need to add to hit.</p><p></p><p>4) Rogues are not punished any more than everyone else in this system. In fact rogues may be the least impacted because most of their damage comes from sneak attack.</p><p></p><p>It does create a few other things that may need to be considered:</p><p></p><p>1) Now that combat classes have been made a bit more MAD, maybe spell casting attack rolls should also rely on dexterity to hit.</p><p></p><p>2) Some other mechanic needs to be considered for two-handed fighting, because dexterity builds now favor large damage weapons, which doesn't make any sense. I think the obvious choice is to add in extra strength damage for two handed weapons (either x1.5 or x2). A cool way to handle this would be for GWM to allow double strength bonus instead of -5/+10.</p><p></p><p>3) Strength for ranged weapons seems appropriate, but may require a special bow. For considering two-handedness consider how the weapons are drawn. Longbow/shortbows draw with one hand, crossbow draws with two, heavy crossbow draws with two and an additional lever. slings are one handed, staff slings are two-handed. Alternatively strength bonus to ranged weapons could be part of SS and drop the -5/+10.</p></blockquote><p></p>
[QUOTE="snickersnax, post: 7271208, member: 6888204"] I'm liking dexterity to hit and strength for damage. 1) It corrects some problems with tiny high dexterity creatures doing ridiculous amounts of damage (animate objects). 2) It reduces overall damage output by melee and ranged and could help fights last more than one to three rounds. Some may like short fights, but I prefer fights to last just a little longer (I think 3-5 rounds would be a better balancing point). 3) For me it make a lot of sense that dexterity improves aim, strength delivers damage. I know some folks want to see strength improve to hit because of armor and the D&D combat system, but if a person is unarmored why would strength improve chances to hit? Better to be consistent, and since I'm wanting to add in extra damage for two-handed fighting (see below), strength doesn't need to add to hit. 4) Rogues are not punished any more than everyone else in this system. In fact rogues may be the least impacted because most of their damage comes from sneak attack. It does create a few other things that may need to be considered: 1) Now that combat classes have been made a bit more MAD, maybe spell casting attack rolls should also rely on dexterity to hit. 2) Some other mechanic needs to be considered for two-handed fighting, because dexterity builds now favor large damage weapons, which doesn't make any sense. I think the obvious choice is to add in extra strength damage for two handed weapons (either x1.5 or x2). A cool way to handle this would be for GWM to allow double strength bonus instead of -5/+10. 3) Strength for ranged weapons seems appropriate, but may require a special bow. For considering two-handedness consider how the weapons are drawn. Longbow/shortbows draw with one hand, crossbow draws with two, heavy crossbow draws with two and an additional lever. slings are one handed, staff slings are two-handed. Alternatively strength bonus to ranged weapons could be part of SS and drop the -5/+10. [/QUOTE]
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