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General Tabletop Discussion
*Dungeons & Dragons
Finesse rebalance
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<blockquote data-quote="Charlaquin" data-source="post: 7635458" data-attributes="member: 6779196"><p>By 5e’s rules as written, any character can climb at half their speed outside of conditions that would make doing so both reasonably likely to fail and dangerous for doing so, and jump up to their strength score feet in length or 3 + their strength mod feet in height (or half as much if they can’t get a 10+ foot running start) without a check, so d is not usually a significant concern, though it’s worth asking your DM how they plan to handle running, jumping, and climbing if you plan to dump strength. And even if they do house-buff Athletics, that’s one skill vs. the 3 Dex applies to, and this difference only gets more significant if they use the Skills With Different Ability Scores optional rule. Heavy armor gives you a grand total of +1 AC vs light armor at the cost of 1,425 gp or Medium armor at the cost of 750gp (or equal AC if you take Medium Armor Master) if you keep up with your Dex ASIs, so e is equivalent to one ASI worth of both AC and damage (since non-Finesse weapons tend to be 1 damage die higher than finesse weapons) - not completely insignificant, but well worth the difference in Initiatives and Skills. Pushing, shoving, tripping, and grappling is generally less effective than killing your opponents one or more rounds faster, so I would file what you call f under c.</p><p></p><p>Maybe you don’t see many characters that dump Str and buff Dex in actual play, in which case it makes sense that rebalancing Finesse wouldn’t really be worthwhile for you. Personally, I see far, far more such builds than I see pump Str in actual play, and the builds I do see pump it tend to keep Dex at 10-12, so for me it well worthwhile.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7635458, member: 6779196"] By 5e’s rules as written, any character can climb at half their speed outside of conditions that would make doing so both reasonably likely to fail and dangerous for doing so, and jump up to their strength score feet in length or 3 + their strength mod feet in height (or half as much if they can’t get a 10+ foot running start) without a check, so d is not usually a significant concern, though it’s worth asking your DM how they plan to handle running, jumping, and climbing if you plan to dump strength. And even if they do house-buff Athletics, that’s one skill vs. the 3 Dex applies to, and this difference only gets more significant if they use the Skills With Different Ability Scores optional rule. Heavy armor gives you a grand total of +1 AC vs light armor at the cost of 1,425 gp or Medium armor at the cost of 750gp (or equal AC if you take Medium Armor Master) if you keep up with your Dex ASIs, so e is equivalent to one ASI worth of both AC and damage (since non-Finesse weapons tend to be 1 damage die higher than finesse weapons) - not completely insignificant, but well worth the difference in Initiatives and Skills. Pushing, shoving, tripping, and grappling is generally less effective than killing your opponents one or more rounds faster, so I would file what you call f under c. Maybe you don’t see many characters that dump Str and buff Dex in actual play, in which case it makes sense that rebalancing Finesse wouldn’t really be worthwhile for you. Personally, I see far, far more such builds than I see pump Str in actual play, and the builds I do see pump it tend to keep Dex at 10-12, so for me it well worthwhile. [/QUOTE]
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