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General Tabletop Discussion
*Dungeons & Dragons
What's your ideal Fighter damage ratio?
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<blockquote data-quote="steenan" data-source="post: 6069021" data-attributes="member: 23240"><p>I'd go with something like 30% strength, 30% weapon, 40% skill or something similar. Similar amount of damage from each source. I also assume that both weapon-based part and skill-based part are rolled dice, while strength gives static modifier.</p><p></p><p>This way, each listed factor matters, but none of them dominates. In other words, if a character is of only average strength, or uses a small weapon, or spends expertise dice on non-damaging maneuvers, the damage is significantly lower, but not so low that it makes the character useless. Combining any two of these situations is a very big decrease, though.</p><p></p><p>To the damage split described above, I would add the following two traits:</p><p>- Stat modifiers affecting damage, but not to-hit. Strong characters deal more damage with most weapons; dexterous characters with light weapons that allow for finesse. But nobody is much better or worse at hitting enemies.</p><p>- Weapons offer different keywords, built-in maneuvers (ones that don't require spending character building resources to access them) or something similar. Damage is not the most important difference between weapon types, so there are no strictly better and strictly worse weapons. The same character may prefer different weapons in different situations.</p></blockquote><p></p>
[QUOTE="steenan, post: 6069021, member: 23240"] I'd go with something like 30% strength, 30% weapon, 40% skill or something similar. Similar amount of damage from each source. I also assume that both weapon-based part and skill-based part are rolled dice, while strength gives static modifier. This way, each listed factor matters, but none of them dominates. In other words, if a character is of only average strength, or uses a small weapon, or spends expertise dice on non-damaging maneuvers, the damage is significantly lower, but not so low that it makes the character useless. Combining any two of these situations is a very big decrease, though. To the damage split described above, I would add the following two traits: - Stat modifiers affecting damage, but not to-hit. Strong characters deal more damage with most weapons; dexterous characters with light weapons that allow for finesse. But nobody is much better or worse at hitting enemies. - Weapons offer different keywords, built-in maneuvers (ones that don't require spending character building resources to access them) or something similar. Damage is not the most important difference between weapon types, so there are no strictly better and strictly worse weapons. The same character may prefer different weapons in different situations. [/QUOTE]
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What's your ideal Fighter damage ratio?
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