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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="Kail" data-source="post: 786533" data-attributes="member: 8851"><p>Implimenting max Dex for armors will not stop Dex from being the best stat if it is tied to melee "to hit". If a fighter wants to be effective under a Dex bonus system, they will have a high Dex. To fully use the high Dex they will wear the lightest armor they can, one that still grants full Dex bonus, and heavy armor will only be used by those with lower Dex scores. Anyone with a low Dex score will be combat ineffective. They will have less AC bonus, lower missle or melee bonus, lower Ref save and will end up in combat without steach to avoid it, or tumble to get into/out of it. </p><p></p><p>In those "19 out of 20" games where Dex is tied to melee combat, name one where Dex is not the most important combat attribute in the game. In WW games, Dex is the king of all combat. All you need is just enough strength, or in many cases, speacial powers, to do a bit of damage each time you attack. Doing a lot of damage won't be important because you'll hit more often and get hit less each time. </p><p></p><p>While you have yet to have been convinced as to the ties that exist between strength and melee combat, they are both very real, and very strong. Fast fighters tend to be well conditioned and strong for their weight. Strength in a blow allows for more snap and better midflight control. Strength behind a blow also makes it more difficult to parry away or properly position the body to absorp the impact. </p><p></p><p>Now the DR for armor issue has a few noticable wholes in it if you are aware of both D&D's concepts and the habits of the majority of players. DR from the D&D prespective already exists for armor. Armor provides a pass/fail DR that eliminates the need to calculate how much damage the armor actually took, and how much really passed on to the character. "To hit" in D&D means to inflict damage in a way that causes the loss of hit points, it is not a litterally landed blow. The pass/fail DR of D&D armor allows for a variety of weapons to come into use in most games. If a litteral DR system was derived, and assuming that characters hadn't been driven totally out of armor, only the heaviest weapons would be seen in any common use. The dagger weilding halfling warrior would become an obsolete concept, unable to contribute meaningfully during combat. Implimenting a penitration rules set that accounts for the various types of weapons and the varied uses of each weapon, as well as a by-pass system adds complexity that is not needed and does not add to the enjoyment of the game for a great many players, and even fewer GMs. </p><p></p><p>All for now, back to deep lurk.</p><p></p><p>Kail</p></blockquote><p></p>
[QUOTE="Kail, post: 786533, member: 8851"] Implimenting max Dex for armors will not stop Dex from being the best stat if it is tied to melee "to hit". If a fighter wants to be effective under a Dex bonus system, they will have a high Dex. To fully use the high Dex they will wear the lightest armor they can, one that still grants full Dex bonus, and heavy armor will only be used by those with lower Dex scores. Anyone with a low Dex score will be combat ineffective. They will have less AC bonus, lower missle or melee bonus, lower Ref save and will end up in combat without steach to avoid it, or tumble to get into/out of it. In those "19 out of 20" games where Dex is tied to melee combat, name one where Dex is not the most important combat attribute in the game. In WW games, Dex is the king of all combat. All you need is just enough strength, or in many cases, speacial powers, to do a bit of damage each time you attack. Doing a lot of damage won't be important because you'll hit more often and get hit less each time. While you have yet to have been convinced as to the ties that exist between strength and melee combat, they are both very real, and very strong. Fast fighters tend to be well conditioned and strong for their weight. Strength in a blow allows for more snap and better midflight control. Strength behind a blow also makes it more difficult to parry away or properly position the body to absorp the impact. Now the DR for armor issue has a few noticable wholes in it if you are aware of both D&D's concepts and the habits of the majority of players. DR from the D&D prespective already exists for armor. Armor provides a pass/fail DR that eliminates the need to calculate how much damage the armor actually took, and how much really passed on to the character. "To hit" in D&D means to inflict damage in a way that causes the loss of hit points, it is not a litterally landed blow. The pass/fail DR of D&D armor allows for a variety of weapons to come into use in most games. If a litteral DR system was derived, and assuming that characters hadn't been driven totally out of armor, only the heaviest weapons would be seen in any common use. The dagger weilding halfling warrior would become an obsolete concept, unable to contribute meaningfully during combat. Implimenting a penitration rules set that accounts for the various types of weapons and the varied uses of each weapon, as well as a by-pass system adds complexity that is not needed and does not add to the enjoyment of the game for a great many players, and even fewer GMs. All for now, back to deep lurk. Kail [/QUOTE]
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Why is Str used for melee attack rolls instead of Dex?
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