pawned79 said:Nydia the female sorcerer was being influenced by some red coin of an evil nature. During the in-party conflict, she held her hand out and looked at the coin in her palm, "How did this get here?" Next initiative, Nym, my STR 6, DEX 20 elven child rogue swings his hand up in an attempt to slap the coin from her hand. Nym has weapon finesse.
Is this a touch attack?
3.5 weapon finesse says all natural weapons are considered light?
Does he get his weapon finesse bonus?
If he didn't have weapon finesse, I would have to role with his -2 STR mod?
bardolph said:Hey all,
I'm considering Rule-Zeroing touch attacks, and making all melee touch attacks *automatically* Dex-based, with no option of making them Str-based.
Has anyone else here gone down this road? Is there some weird game-balance karma that I might be disturbing by making this ruling?
woodelf said:Personally, i think that Str is already over-powered, benefitting too many scores, so anything that decreases its importance (especially to non-combatants, who are generally the ones making touch attacks) is helping, not hurting, game balance.
takyris said:Personally, I'd love to see you back that up.
Strength:
- Melee Attacks: Major
- Melee Damage: Major
- Ranged Weapon Damage: Could be major, but I don't see it that often -- not all bows are mighty, and people seem to not love thrown weapons
- Carrying Capacity: Honestly don't see this one that much in my campaign as a limiting factor -- I'd call it Minor
- Climb, Jump, Swim: Am I the only one who saw all the threads about how spellcasters make these skills effectively obsolete? I'd call these Minor in a normal-magic campaign
In Sum: It is possible for a character who limits himself to ranged combat or finesseable weapons to do just fine, and it is downright easy for a spellcaster to do so.
Dexterity:
- Ranged Attacks: Major, especially once ranged touch attacks come into play
- AC: Major
- Initiative: Major in my opinion, although I'm open to debate
- Reflex Saves: Has to be Major, it's one of the big three
- Hide, Move Silently, Balance, Tumble, etc: Hugely Major
In Sum: If you have a lousy Dex score, you are hurting your combat ability, your non-combat utility with respect to skills, and your overall survival chance (through AC, Init, and Ref saves). Dex is already ALMOST a "gotta have" for anyone who isn't a dedicated back-ranker, and it's even a "should have" for them, since they're doing ranged touches a fair amount of the time.
woodelf said:Initiative in D&D3E doesn't matter a damn bit.
Since almost everything functions on the "from your action until just before the same initiative number in the next round" time unit, it doesn't matter whether you go on 20 and th other guy goes on 15, or you go on 5 and the other guy goes on 20--either way, you go 5 counts ahead of her *and* 15 counts behind her, in steady repetition. After the 1st round, having a higher initiative number is meaningless. And IME, 1 round doesn't make much difference after about 2nd level.
woodelf said:Initiative in D&D3E doesn't matter a damn bit. Since almost everything functions on the "from your action until just before the same initiative number in the next round" time unit, it doesn't matter whether you go on 20 and th other guy goes on 15, or you go on 5 and the other guy goes on 20--either way, you go 5 counts ahead of her *and* 15 counts behind her, in steady repetition. After the 1st round, having a higher initiative number is meaningless. And IME, 1 round doesn't make much difference after about 2nd level.
mmu1 said:Well, let's just say that your experience is either very limited or highly atypical, because initative starts of as very important (since there are multiple 1st level spells that can easily take half a party out of commission, and plenty of low CR creatures you really want to disable before they have a chance to act) and as sneak attacks improve, spells get more interesting, and characters acquire ways of casting more than one spell in a round, it becomes crucial.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.