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<blockquote data-quote="El Mahdi" data-source="post: 6055640" data-attributes="member: 59506"><p>True, but the effect of more strength is a lot less important than proper technique (proper swing angle, proper wrist position, etc.) and the pitch itself. It doesn't matter how strong the batter is if all he's getting are 70 mph change-ups/off-speed pitches...he's likely not going to be hitting them out of the park. A 100 mph fast-ball? It doesn't matter how strong you are. Have your bat in the right place, at the right time, at the right angle...and that ball is out of here.</p><p> </p><p>Again, technique is far more important than strength.</p><p> </p><p></p><p> </p><p>In my opinion: No. The extra strength is simply wasted for most applications that require proper technique.</p><p> </p><p></p><p> </p><p>Which is a perfect example of why Strength applies to Attack and not Damage. Thank You for proving the point!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>Seriously though, overcoming armor, natural armor (tough hide), etc., is predominantly handled by attack in the abstract D&D mechanics - since such things tend to increase A/C. Though an argument could also be made that Hit Points are part of that equation, especially when describing harder bones, larger bodies, etc. - and thus more damage to deal with higher Hit Points would be appropriate.</p><p> </p><p> </p><p></p><p> </p><p>Agreed 100%. Also, whether this approach more closely models reality or not, I doubt that Mearls and company are making these design decisions based on real world modelling. I'm betting their motivations are completely about balance. It's a tough equation to balance though. It's not just balancing Attack and Damage, it's balancing Attack with Damage with Hit Points. That's a tricky thing to get the right "feel", especially as they want a system that's easy for DM's to tweak at their own table for different feels. They need to know exactly what happens to feel and balance when any one of those three variables change. It's a tall order.</p><p> </p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 6055640, member: 59506"] True, but the effect of more strength is a lot less important than proper technique (proper swing angle, proper wrist position, etc.) and the pitch itself. It doesn't matter how strong the batter is if all he's getting are 70 mph change-ups/off-speed pitches...he's likely not going to be hitting them out of the park. A 100 mph fast-ball? It doesn't matter how strong you are. Have your bat in the right place, at the right time, at the right angle...and that ball is out of here. Again, technique is far more important than strength. In my opinion: No. The extra strength is simply wasted for most applications that require proper technique. Which is a perfect example of why Strength applies to Attack and not Damage. Thank You for proving the point!;) Seriously though, overcoming armor, natural armor (tough hide), etc., is predominantly handled by attack in the abstract D&D mechanics - since such things tend to increase A/C. Though an argument could also be made that Hit Points are part of that equation, especially when describing harder bones, larger bodies, etc. - and thus more damage to deal with higher Hit Points would be appropriate. Agreed 100%. Also, whether this approach more closely models reality or not, I doubt that Mearls and company are making these design decisions based on real world modelling. I'm betting their motivations are completely about balance. It's a tough equation to balance though. It's not just balancing Attack and Damage, it's balancing Attack with Damage with Hit Points. That's a tricky thing to get the right "feel", especially as they want a system that's easy for DM's to tweak at their own table for different feels. They need to know exactly what happens to feel and balance when any one of those three variables change. It's a tall order. :) [/QUOTE]
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