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Possible Solution to the Dexterity vs Strength debate?
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<blockquote data-quote="Patrick McGill" data-source="post: 7025511" data-attributes="member: 6749334"><p>My personal idea is to have a 7th stat. I know this is pretty much slaughtering a sacred cow for purposes of big mac, but it makes sense to me.</p><p></p><p>This stat would be Agility. What would happen is Dexterity would cover what dexterity is actually supposed to mean in the real world: hand eye coordination/ your ability to to use your hands. Agility would cover speed/initiative/AC bonuses. Dexterity would help with applicable skills (sleight of hand) and most non-brute force weapons. I'd change weapon classifications as well. Only things like clubs, axes, and maces would use strength for both to-hit and damage. Swords would use dexterity for to hit and strength for damage.</p><p></p><p>I think as it stands right now Dex is too good of a stat. Finesse weapons being able to use dex for both hitting and damaging means that for purposes of min/maxing, you're always better off going for a dex based character because of the AC and the number of dex skills that key off of it. Having Agility to split the quick/swift stuff and the coordination/aim between two attributes would be great.</p><p></p><p>Obviously they'll never do that. But if I ever design an OGL system, that's what I'd do. And armor as DR. Like it should be.</p></blockquote><p></p>
[QUOTE="Patrick McGill, post: 7025511, member: 6749334"] My personal idea is to have a 7th stat. I know this is pretty much slaughtering a sacred cow for purposes of big mac, but it makes sense to me. This stat would be Agility. What would happen is Dexterity would cover what dexterity is actually supposed to mean in the real world: hand eye coordination/ your ability to to use your hands. Agility would cover speed/initiative/AC bonuses. Dexterity would help with applicable skills (sleight of hand) and most non-brute force weapons. I'd change weapon classifications as well. Only things like clubs, axes, and maces would use strength for both to-hit and damage. Swords would use dexterity for to hit and strength for damage. I think as it stands right now Dex is too good of a stat. Finesse weapons being able to use dex for both hitting and damaging means that for purposes of min/maxing, you're always better off going for a dex based character because of the AC and the number of dex skills that key off of it. Having Agility to split the quick/swift stuff and the coordination/aim between two attributes would be great. Obviously they'll never do that. But if I ever design an OGL system, that's what I'd do. And armor as DR. Like it should be. [/QUOTE]
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