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My first Homebrew attempt to fix the elven dex fighter/rapier and bow all too frequent build in my campaign: I need some advice!
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<blockquote data-quote="ClaytonCross" data-source="post: 7555120" data-attributes="member: 6880599"><p>Agreed.</p><p></p><p></p><p></p><p>The problem with removing Dex melee is this punches anyone who wants to be a sneaky batman style melee fighter. They are now "taxed" having to use strength and dex. Also where does this leave you with monks? You just don't allow them? The reason for all the dex builds at tables is simply that there are more of them. Barbarian/Fighter tank or GWM/Paladin/Cleric = strength 3.5 options, Rogue/monk/ranger/Fighter archer or two weapon fighting/melee sorecerer/Bladelock/bard/gish wizard/Druid = dexterity 8.5 options... its almost 3 times as many.</p><p></p><p>The real problem is not that dex fighting is a thing, its that all swords and shield fighter us 1d8 one hand and Rapiers allow for 1d8 one hand sword is shield with dex… If you want to nerf dex without making a bunch of rules... if you really have to go that route instead of making strength good enough that people would want to use it... then <strong>consider just making Rapiers 1d6 when used as Finesse</strong>.... If player us a 1d6 finesse weapon instead of a 1d8 strength weapon, its not about max/min its about character design choice of being stealth and/or wanting to switch between ranged and melee. The fact that there is a 2d6 strength melee option vs a 1d6 finesse means strength will lose the max damage war but regardless monks and rogues with a 1d4 dagger will still be a thing since they get their damage from abilities not really the weapon. They also rely on dex for class skills.... they are not going away because you hurt dex. It will not resolve the OPS problem. </p><p></p><p>The only way to get player to pick strength is to make strength good. Making dexterity bad does fix anything. A strength elf rogue with high dex sneaking around and back stabbing for 10d6 will still be a common pick because players like it and the only effect of requiring strength is a 16 str / 16 dex build which rogues can do since they don't have a second stat requirement and expertise in perception and investigation will mean they are still good at look at traps. The OPS complaints remain.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7555120, member: 6880599"] Agreed. The problem with removing Dex melee is this punches anyone who wants to be a sneaky batman style melee fighter. They are now "taxed" having to use strength and dex. Also where does this leave you with monks? You just don't allow them? The reason for all the dex builds at tables is simply that there are more of them. Barbarian/Fighter tank or GWM/Paladin/Cleric = strength 3.5 options, Rogue/monk/ranger/Fighter archer or two weapon fighting/melee sorecerer/Bladelock/bard/gish wizard/Druid = dexterity 8.5 options... its almost 3 times as many. The real problem is not that dex fighting is a thing, its that all swords and shield fighter us 1d8 one hand and Rapiers allow for 1d8 one hand sword is shield with dex… If you want to nerf dex without making a bunch of rules... if you really have to go that route instead of making strength good enough that people would want to use it... then [B]consider just making Rapiers 1d6 when used as Finesse[/B].... If player us a 1d6 finesse weapon instead of a 1d8 strength weapon, its not about max/min its about character design choice of being stealth and/or wanting to switch between ranged and melee. The fact that there is a 2d6 strength melee option vs a 1d6 finesse means strength will lose the max damage war but regardless monks and rogues with a 1d4 dagger will still be a thing since they get their damage from abilities not really the weapon. They also rely on dex for class skills.... they are not going away because you hurt dex. It will not resolve the OPS problem. The only way to get player to pick strength is to make strength good. Making dexterity bad does fix anything. A strength elf rogue with high dex sneaking around and back stabbing for 10d6 will still be a common pick because players like it and the only effect of requiring strength is a 16 str / 16 dex build which rogues can do since they don't have a second stat requirement and expertise in perception and investigation will mean they are still good at look at traps. The OPS complaints remain. [/QUOTE]
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My first Homebrew attempt to fix the elven dex fighter/rapier and bow all too frequent build in my campaign: I need some advice!
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