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General Tabletop Discussion
*Dungeons & Dragons
Missile weapons atk and dmg.
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<blockquote data-quote="RangerWickett" data-source="post: 6369169" data-attributes="member: 63"><p>Elegance.</p><p></p><p>It's much easier to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack and damage rolls with ranged weapons. For finesse and thrown weapons, you can choose to use either stat." </p><p></p><p>than it is to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack rolls with ranged weapons, but you normally don't use any stat to modify your damage roll. With a bow you do apply the modifier from your Strength if your Strength is below 10. Also, compound bows have a Strength minimum (different for each bow), and if you have at least that much Strength you can add the modifier for that Strength to your damage roll with the bow. If your Strength is too low you take a -2 penalty to your attack roll. For finesse weapons and thrown weapons, you use Dexterity for your attack roll and Strength for your damage roll."</p><p></p><p>Realism can help make the events in a game feel more weighty and help draw the players in. But at a certain point, rules complexity starts to get in the way of fun. We humans are smart, but brain cells being used to parse math are brain cells not being used for creativity. </p><p></p><p>Also, if you can aim precisely (with your Dexterity), maybe you don't dig your arrow quite as deep into your enemy's flesh, but you still hit a vulnerable spot. It's a hand-wave I can easily accept to make the game run faster. </p><p></p><p>(That said, I don't want things to get too simple. I don't want a version of D&D that just says, "Flip a coin. Heads you hit. Tails you miss.")</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6369169, member: 63"] Elegance. It's much easier to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack and damage rolls with ranged weapons. For finesse and thrown weapons, you can choose to use either stat." than it is to say, "Use Strength to modify your attack and damage rolls with melee weapons. Use Dexterity to modify your attack rolls with ranged weapons, but you normally don't use any stat to modify your damage roll. With a bow you do apply the modifier from your Strength if your Strength is below 10. Also, compound bows have a Strength minimum (different for each bow), and if you have at least that much Strength you can add the modifier for that Strength to your damage roll with the bow. If your Strength is too low you take a -2 penalty to your attack roll. For finesse weapons and thrown weapons, you use Dexterity for your attack roll and Strength for your damage roll." Realism can help make the events in a game feel more weighty and help draw the players in. But at a certain point, rules complexity starts to get in the way of fun. We humans are smart, but brain cells being used to parse math are brain cells not being used for creativity. Also, if you can aim precisely (with your Dexterity), maybe you don't dig your arrow quite as deep into your enemy's flesh, but you still hit a vulnerable spot. It's a hand-wave I can easily accept to make the game run faster. (That said, I don't want things to get too simple. I don't want a version of D&D that just says, "Flip a coin. Heads you hit. Tails you miss.") [/QUOTE]
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