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General Tabletop Discussion
*Pathfinder & Starfinder
Why is Str used for melee attack rolls instead of Dex?
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<blockquote data-quote="Celebrim" data-source="post: 782369" data-attributes="member: 4937"><p>You really didn't listen to darklone did you? Is that a direct quote from GURPS?</p><p></p><p>You've probably never swung a sword in your life and you are suddenly the expert on the physical interaction between a blade and a sheet of metal. He was trying to tell you something about the the difference between an expert swordsman and a skilled amatuer, but I don't think you caught it.</p><p></p><p>I have met several people before that having only experienced the D&D game system, make the assumption that from D&D you can draw various conclusions about reality and never notice D&D's unrealistic simplifications. This is the first time however I've met someone with the same problem after having been exposed to GURPS.</p><p></p><p>For one thing, don't you notice that GURPS is forced to eventually complicate its own system to take into account the fact it falls on its face with regards to really high armors and damages. In fact with really high armors and damages (as for vehicals), it gets plain stupid. To compensate, suddenly GURPS starts introducing these arbitrary penetration modifiers (double damage for purposes of bypassing armor, or divide armor by 10 when struck by this weapon, etc.) GURPS is forced to do that with high end damage because the problem becomes glaringly obvious, but it exists right down to the level of swords, clubs, and daggers. GURPS just chooses to by and large not address the issue because it wants to avoid slowing down combat too much.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 782369, member: 4937"] You really didn't listen to darklone did you? Is that a direct quote from GURPS? You've probably never swung a sword in your life and you are suddenly the expert on the physical interaction between a blade and a sheet of metal. He was trying to tell you something about the the difference between an expert swordsman and a skilled amatuer, but I don't think you caught it. I have met several people before that having only experienced the D&D game system, make the assumption that from D&D you can draw various conclusions about reality and never notice D&D's unrealistic simplifications. This is the first time however I've met someone with the same problem after having been exposed to GURPS. For one thing, don't you notice that GURPS is forced to eventually complicate its own system to take into account the fact it falls on its face with regards to really high armors and damages. In fact with really high armors and damages (as for vehicals), it gets plain stupid. To compensate, suddenly GURPS starts introducing these arbitrary penetration modifiers (double damage for purposes of bypassing armor, or divide armor by 10 when struck by this weapon, etc.) GURPS is forced to do that with high end damage because the problem becomes glaringly obvious, but it exists right down to the level of swords, clubs, and daggers. GURPS just chooses to by and large not address the issue because it wants to avoid slowing down combat too much. [/QUOTE]
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Why is Str used for melee attack rolls instead of Dex?
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