The Shadow
Hero
No matter how dextrous, if you don't have the muscle to back a blow up then you simply aren't going to do a whole lot of damage.
Depends on where you hit them. Slicing an artery doesn't take much strength.
No matter how dextrous, if you don't have the muscle to back a blow up then you simply aren't going to do a whole lot of damage.
You should try kendo. You'll be surprised how much hurt a frail old Japanese grandpa two heads shorter than you can inflict.
Or look at Aikido: The whole idea of it is not to use your own strength, but your opponent's.
And Con for looking good (healthy).
*sigh* BUT, these guys have TRAINED to use their wis or dex to gain bonuses to their to hit or damage.
I would agree if you want to use a stat to use some other stat then the base stat (str for melee, dex for ranged) then having to "burn" a feat to do it makes sense.
Otherwise why bother having 6 different stats? Just pick the highest bonus from your highest stat, make any excuse you like and apply that to your to hit and damage.
Also staying awake when a passenger on the next seat in carriage is telling his life's story.
Excuse is such a negative word. Replace it with "describe the way your character fights" and I'm sold.Just pick the highest bonus from your highest stat, make any excuse you like and apply that to your to hit and damage.
To describe a character's strengths and weaknesses.Otherwise why bother having 6 different stats?
Well, Weapon Finesse has been around since 3E came out.
As for the others... of course it takes strength to wave around heavy medieval melee weapons, but to count only strength is not very simulationist in the first place. It's not "unrealistic" for one swordsman to outsmart the other with a clever feint. You'd expect a fencer with Str 10 Int 18 to use his smarts, rather than his brawn to win. Just watch The Princess Bride. "I'm not left-handed either"
The Kendo no Kata are really put together well! I agree, you watch out for old Sensei, sometimes they aren't really pulling feints, they are checking to see if you can spot suki and achieve sen. His/Her fluid motions from long practice, and good tactics from experience, can even the odds a lot. This is especially true if you over-rely on youthful strength and mobility.You should try kendo. You'll be surprised how much hurt a frail old Japanese grandpa two heads shorter than you can inflict.
Or look at Aikido: The whole idea of it is not to use your own strength, but your opponent's.
Of course, there is still room for Strength in melee combat. You can't have, say, a Sumo ringer without heaps of Strength. But not every effective melee combatant in D&D should be a hulking brute.
(I'm using tons of Asian examples here but the same applies to Western fencing, especially from Renaissance onwards)
Anyone who has ever been in a knife fight might disagree with you a bit. Strikes made with precision are more deadly and damaging than putting your muscle behind a poorly placed strike. With the light blades, it's not going to be effective to try and muscle your way through it. For axes and clubs its a vastly different story, however.
A more accurate model would be to improve damage dependent upon both the strength behind it and the degree of lethal accuracy of the strike. Although I could envision a more complex system using str, dex, int and even wis.
I still think it's better to keep the system simple and assume that a clever rogue is placing intelligent and lethal strikes on an opponent, the strong fighter is putting muscle behind those overpowering hits, the agile swashbuckler is flashing steel with deadly accuracy, and the wise monk's discipline allows her to use her opponent's strength against them.
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Concerning knives, it's always better to put the tanto on the victim and and push or pull. Thrusts are useful to vital areas, only when the foe has been compromised. The foe can be stabbed multiple times in non-vital areas, and keep attacking you. If you cut muscles and tendons he'll be less a threat though, and more easily dispatched. The body kinda suctions deep stabs, and you don't get a lot of time to twist it to allow air entry. Stronger men with a lot of experience are much more dangerous than weaker men with a lot of experience in my opinion.
I would think attack roll bonuses should be WIS based. It's one thing to know what to do (INT), and it's wholly another to be able to pull it off under duress. I think there should be both STR & DEX bonuses to damage due to both being effective tactics in smart fighters, but I also have the caveat as before that, the stronger fighter tends to win if equal to or more experienced than his foe.
Anyways, Just my thoughts.
I personally think using simplified mechanics that allow a combatant to use another attribute other than strength is perfectly reasonable for quick combat resolution.
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