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Old Vexed Question: All too Important Dexterity Stat and Finesse Weapons, namely the Rapier
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<blockquote data-quote="Shiroiken" data-source="post: 7551307" data-attributes="member: 6775477"><p>If you don't actually change anything, Dex builds are really only slightly more powerful that Str builds. Let's go over each of your issues, and look at how important each actually is.</p><p></p><p>Initiative - IMO this is greatly overrated, except for blaster casters (who want to blow stuff up before melee begins) and other characters that get a class benefit from going first. It only impacts the first round of the combat, except possibly allowing 1 additional turn before the end. If you roll every round for initiative (an optional rule), then Dex becomes much stronger.</p><p></p><p></p><p>AC (with light and medium armor) - this is a wash, unless the DM is tight with money. Str based characters usually go heavy armor, allowing them to limit/ignore Dex. With splint armor you have the same AC as Studded Leather and +5 Dex, and with Plate you have better.</p><p></p><p>Saving Throws - THIS is the one that is actually the rub. Dex is one of the "big 3" saves and while Str is the best of the non-big 3, it's still nowhere near as common as Dex. This is the only thing that actually maxes Dex better, and that's because of the way Saving Throws are done. If they'd leveled out the saves (making all 6 important, as I felt they should have done), this wouldn't be a big deal, but it is. However, I don't think that this is actually important enough to change the way finesse works.</p><p></p><p>Ability/Skill Checks - these are determined by the DM. If you want to make Str more attractive, require more Str checks. They don't all have to be just Athletics either, because you can use the optional rule for skills with alternate abilities, such as Str/Intimidation (which is a common option).</p><p></p><p>Damage - Str has melee and thrown weapons, so it balances out. Also, there are no two-handed finesse weapons, nor anything higher than 1d8 damage die. Str has the option to deal more damage at the cost of using a shield, while Dex does not.</p><p></p><p>Final note on Shields and Bows - you know it takes an action to put on or take off a shield? This makes switching between ranged weapons for Dex characters much less useful, because except for Darts, all their stuff is 2 handed (ammunition requires a free hand to load).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7551307, member: 6775477"] If you don't actually change anything, Dex builds are really only slightly more powerful that Str builds. Let's go over each of your issues, and look at how important each actually is. Initiative - IMO this is greatly overrated, except for blaster casters (who want to blow stuff up before melee begins) and other characters that get a class benefit from going first. It only impacts the first round of the combat, except possibly allowing 1 additional turn before the end. If you roll every round for initiative (an optional rule), then Dex becomes much stronger. AC (with light and medium armor) - this is a wash, unless the DM is tight with money. Str based characters usually go heavy armor, allowing them to limit/ignore Dex. With splint armor you have the same AC as Studded Leather and +5 Dex, and with Plate you have better. Saving Throws - THIS is the one that is actually the rub. Dex is one of the "big 3" saves and while Str is the best of the non-big 3, it's still nowhere near as common as Dex. This is the only thing that actually maxes Dex better, and that's because of the way Saving Throws are done. If they'd leveled out the saves (making all 6 important, as I felt they should have done), this wouldn't be a big deal, but it is. However, I don't think that this is actually important enough to change the way finesse works. Ability/Skill Checks - these are determined by the DM. If you want to make Str more attractive, require more Str checks. They don't all have to be just Athletics either, because you can use the optional rule for skills with alternate abilities, such as Str/Intimidation (which is a common option). Damage - Str has melee and thrown weapons, so it balances out. Also, there are no two-handed finesse weapons, nor anything higher than 1d8 damage die. Str has the option to deal more damage at the cost of using a shield, while Dex does not. Final note on Shields and Bows - you know it takes an action to put on or take off a shield? This makes switching between ranged weapons for Dex characters much less useful, because except for Darts, all their stuff is 2 handed (ammunition requires a free hand to load). [/QUOTE]
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Old Vexed Question: All too Important Dexterity Stat and Finesse Weapons, namely the Rapier
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