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D&D 5E How would changing bows to Str-only change the game?

This is easily solved really, and so on for MAD/SAD issues too.

Make each stat bonus range from -2 to +3

Then always make it two stats for calculating attack bonus (or skills for that matter), and one stat for damage bonus.

In this case Dex + Wis for ranged (you need both a steady hand and a keen eye), and Str for damage bonus, capped by the Bows draw weight.

For non-finesse Melee, Dex + Str to hit and Str for damage. For Finesse weapons, Dex + Wis to hit and Dex for damage.

It isn't difficult to retrofit everything, and you can do the same for spells;

Caster Stat (Int, Wis or Cha) + Dex to hit bonus, Caster Stat x 2 for DC.

Have saves as oldschool three - Willpower Wis+Cha, Reflex Dex+Con, Fortitude Str+Con

Stat
6 or less = -2
7-8 = -1
9-11 = 0
12-14 = +1
15-17 = +2
18-20 = +3

etc...
 

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What most people would consider a greatsword probably weighed around 6 pounds, so if you can't lift that you'd probably have a hard time getting out of bed.

But we do effectively have this because you add your strength mod to attack and damage.

Having wielded such a weapon, lifting it up and swinging it around are very different, even moreso when you have to focus a hit so it doesn't bounce off with a weak-wristed tap.

Rather ironically, you actually have to be stronger to effectively use a rapier than most two-handed swords.
 

Having wielded such a weapon, lifting it up and swinging it around are very different, even moreso when you have to focus a hit so it doesn't bounce off with a weak-wristed tap.

I was responding to a quote that said "It's hard to wield a Greatsword if you're not strong enough to lift it." There was nothing about being able to swing it effectively. :p

But I agree. It takes a fair amount of strength to wield a sword effectively. I would think the same could be said about just about any melee weapon bigger than a knife. Which would be reflected by a negative to hit and damage. Unless you're wielding the mystical rapier because heaven forbid you not be able to play a high dex melee character.

Where that relates to the thread topic is that there are few effective ranged weapon options for strength based characters while dex based characters are only restricted from using the highest damaging weapons available. Depending on the campaign that can be a pretty limiting factor. So do you limit the effectiveness of longbows to low strength characters or just give strength based characters better options? Or do you just ignore it and it sucks to be a strength based PC when the range only encounter happens?
 

Strength could be used to determine the maximum range an individual can draw a bow and loose an arrow. For example: 100 yards + strength x 10 yards. Different bows could have different base ranges and bow range could also be greater or lesser depending on the race of the archer. Halfling bows should not loose arrows as far as larger elf bows.
 



That's pretty much the point. Every attack starts out as targeting a vital spot but that doesn't mean you were able to hit said vital spot.

Another point for Strength used for bows: Dex might increase your chance of hitting a vital spot but Str makes the vital spots you need to hit effectively bigger. ;)

(Although frankly, at anything above maybe 20 yards or from ambush, you're shooting at where your best guess is that your opponent's torso will be when the arrow arrives there, and hoping that it hits with enough force to get through whatever armour your opponent is wearing, or that you get really lucky.)
 

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