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Touch attacks: is it just me..?
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<blockquote data-quote="takyris" data-source="post: 1182595" data-attributes="member: 5171"><p>Personally, I'd love to see you back that up.</p><p></p><p>Strength:</p><p>- Melee Attacks: Major</p><p>- Melee Damage: Major</p><p>- 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</p><p>- Carrying Capacity: Honestly don't see this one that much in my campaign as a limiting factor -- I'd call it Minor</p><p>- 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</p><p></p><p>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.</p><p></p><p>Dexterity:</p><p>- Ranged Attacks: Major, especially once ranged touch attacks come into play</p><p>- AC: Major</p><p>- Initiative: Major in my opinion, although I'm open to debate</p><p>- Reflex Saves: Has to be Major, it's one of the big three</p><p>- Hide, Move Silently, Balance, Tumble, etc: Hugely Major</p><p></p><p>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.</p><p></p><p>Please don't make Dex any more important than it already is. If you misinterpret what the ability scores mean, you can almost always attribute something the way you want it. Heck, Hit Points are abstract, and are more about dodging than absorbing tons more damage -- so maybe it should be Dex instead of Con that modifies Hit Points. And since I know that I can get hit by a poison stinger, make two fort saves, and be fine, when in real life I can't, it must be that I'm dodging the poison -- so I'll add Dex to Fort saves instead of Con. Playing a stringed instrument is more about finger movement than about having lots of presence, so Perform checks should be based on Dex instead of Cha. Stop. Don't do that. You're messing up the system.</p></blockquote><p></p>
[QUOTE="takyris, post: 1182595, member: 5171"] 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. Please don't make Dex any more important than it already is. If you misinterpret what the ability scores mean, you can almost always attribute something the way you want it. Heck, Hit Points are abstract, and are more about dodging than absorbing tons more damage -- so maybe it should be Dex instead of Con that modifies Hit Points. And since I know that I can get hit by a poison stinger, make two fort saves, and be fine, when in real life I can't, it must be that I'm dodging the poison -- so I'll add Dex to Fort saves instead of Con. Playing a stringed instrument is more about finger movement than about having lots of presence, so Perform checks should be based on Dex instead of Cha. Stop. Don't do that. You're messing up the system. [/QUOTE]
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