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<blockquote data-quote="5ekyu" data-source="post: 7564541" data-attributes="member: 6919838"><p>So... I was providing info for the 35 to 60 foot assessment vs cantrips. </p><p></p><p>I have already said (in response to your descriptions of your games particular features and the weaknesses of strength based fighters vs dex based fighters in that environment) that certainly *if* those parameters are to continue *and* the differences are causing a problem then house rules seem quite appropriate. I mentioned a few iirc options.</p><p></p><p>- making bows the universal choice with strong bows like you suggested iirc initially. Now most any warrior type will carry a bow and that sameness will root out the differences.</p><p></p><p>- giving thrown weapons bonus rsnge for strength and/or extending the draw while firing to them. Now both strong hurling warriors and archers have "sufficient range" and their full rate of fire - wjphile not always choosing the bow as the one go-to.</p><p></p><p>- going to more Hollywood damage where you dont have the weapon be more than flavor cuz the damage is fixed to the character. Now your dex fighter with daggers, dex fighter with bow, strongman with axe and strongman with spear/javelin all have the same balanced outputs and frequencies. </p><p></p><p>I dont know if anybody is saying that you should keep it "bad" if it's "bad" **in your game** - that its "right" for it to be a "bad" **for your game.**</p><p></p><p>But you maybe should also note that in other games where strength plays more of a role (where grapples or shove matter more often than once a decade or so as just one call-out or where having useful intel may be more common as another but a host of other differences for sure) the net difference in play between strength warriors and dex warriors is not seen as a **problem** - just a fearure making them distinct and different and meaningful choices.</p><p></p><p>In such games, the package of differences play out in ways where the strengths of one show as often as the strength of the other and as significantly- and so no house rules- needed for that.</p><p></p><p>I hope whatever changes you make makes your game more fun for everyone involved.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7564541, member: 6919838"] So... I was providing info for the 35 to 60 foot assessment vs cantrips. I have already said (in response to your descriptions of your games particular features and the weaknesses of strength based fighters vs dex based fighters in that environment) that certainly *if* those parameters are to continue *and* the differences are causing a problem then house rules seem quite appropriate. I mentioned a few iirc options. - making bows the universal choice with strong bows like you suggested iirc initially. Now most any warrior type will carry a bow and that sameness will root out the differences. - giving thrown weapons bonus rsnge for strength and/or extending the draw while firing to them. Now both strong hurling warriors and archers have "sufficient range" and their full rate of fire - wjphile not always choosing the bow as the one go-to. - going to more Hollywood damage where you dont have the weapon be more than flavor cuz the damage is fixed to the character. Now your dex fighter with daggers, dex fighter with bow, strongman with axe and strongman with spear/javelin all have the same balanced outputs and frequencies. I dont know if anybody is saying that you should keep it "bad" if it's "bad" **in your game** - that its "right" for it to be a "bad" **for your game.** But you maybe should also note that in other games where strength plays more of a role (where grapples or shove matter more often than once a decade or so as just one call-out or where having useful intel may be more common as another but a host of other differences for sure) the net difference in play between strength warriors and dex warriors is not seen as a **problem** - just a fearure making them distinct and different and meaningful choices. In such games, the package of differences play out in ways where the strengths of one show as often as the strength of the other and as significantly- and so no house rules- needed for that. I hope whatever changes you make makes your game more fun for everyone involved. [/QUOTE]
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