All Hail Fencing Grace!


Pathfinder First Edition General Discussion

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Malachi Silverclaw wrote:
PIXIE DUST wrote:

BUT!!! This is the kicker in this!

Due to the 5.56 round being so fast and light, and due to the aerodynamics of the round, despite it's higher KE, it actually has less stopping power than the 7.62.

This is because the round goes so fast and is so narrow that it will actually just shoot right through a person cleanly, having very little time to transfer its very KE into the target. There for, most kills from the 5.56 are more due to accuracy than the power of the bullet itself.

The 7.62, being a larger, slower round, has more area to tranfer it's KE with and more time to trasfer said KE.

This is why soldier's down range have noted that, they can shoot a guy multiple times with a M-16 and he can keep charging on, so long as he is not dead of immobalized, but a shot from an AK-47 round will put you on your rear very quick.

My understanding is that the design choice behind the new round is that it is LESS likely to kill.

The idea is that one dead soldier is one less enemy firing at you, but one injured soldier takes up two medical personell, taking three enemy soldiers out of the equation instead of just one if he's dead.

I am not sure as to that. I just know the general physics behind it :P.

From what i understand, the 5.56 round was initially made to be light weight so that soldiers could carry more of them with them to the jungles of Viet Nam. Additionally, they were created to have high penetration power to be able to shoot through a jungle with minimal energy loss to maintain accuracy.

The problem I last heard though was that in the Middle East they can sometimes cause issues with collateral Damage because you can accidently shoot through a guy and hit a innocent behind him.

But that is just what I have heard.


thejeff wrote:
PIXIE DUST wrote:
But of course this also does not take into account things such as location of hit, general density of the area, balance points for a person(getting hit low is less likely to knock you down vs getting hit up high due to humans being top heavy), ect xD.

Or what the bullet does when it hits: blows through, mushrooms, deflects off bone.

Especially once you leave bullets behind, amount of kinetic energy is only very loosely related to injury. How much kinetic energy is transferred when I slit a throat with a razor?

Well the initial point was the whole "dex to damage" thing and how speed can create energy as well as mass (strength if you will) ect. ect. ect. lol

Then this thread turning into a Physics class -.-...

I graduated physics last year!!! I DONT WANT IT ANY MORE XD jk jk jk

Sovereign Court

Curious - why does everyone think that dex=speed anyway? It's your muscles that make you move faster. It'd be accurate to say that dex=hand-eye coordination etc.


PIXIE DUST wrote:
Nicos wrote:
PIXIE DUST wrote:

(1/2(m1)(v1)^2)+(1/2(m2)(v2)^2)=(1/2(m1)(v1)t^2)+(1/2(m2)(v2)t^2)

Law of Conservation of Kinetic Energy

(m1)(v1)+(m2)(v2)=(m1)(v1)t+(m2)(v2)t

Law of Conservation of Momentum

With these two you can more or less find the effects of KE from an Elastic Collision (which most Bullet to person collisions are xD)

Do note that in inelastical collisions the Mechanical energy is not conserved.

True true xD

I am a little rusty on my physics :P

So many dead catgirls...


Charon's Little Helper wrote:
Curious - why does everyone think that dex=speed anyway? It's your muscles that make you move faster. It'd be accurate to say that dex=hand-eye coordination etc.

Usually the description of Dexterity in the CRB. "Dexterity measures agility, reflexes, and balance". The implications of having good reflexes is obvious, while Agility is literally the definition for 'being quick on your feet'. Adding to that Dexterity affects your Reflex save, your initiative score, how good you are at dodging attacks and the number of AoOs you can take.

Somewhat sardonically it's also repeatedly stated to be the most important attribute for classes that are typically expected to be fast, such as rogues.

Personally I'd say that "speed" is not exclusively strength or dexterity, but rather a mix of both.

Grand Lodge

The whole system is in desperate need of streamlining and simplification. Here's my idea:

For any weapon labeled as "finesse," which includes all weapons currently in the Weapon Finesse feat description, you may choose to use your Strength or Dexterity modifier on attack rolls.

Then change the weapon finesse feat to read: "Whenever you use your Dexterity modifier on your attack roll with a finesse weapon, you may also choose to use your Dexterity modifier instead of your Strength modifier on damage rolls."

Finally, remove every other feat from the game that mentions using Dexterity for damage with melee weapons.


Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...
Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...

Scarab Sages

Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...

I hear the sound of a thousand dervish dance magi laughing as they become the only viable finesse build ......


Artanthos wrote:
Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...
I hear the sound of a thousand dervish dance magi laughing as they become the only viable finesse build ......

So no change?


Marroar Gellantara wrote:
Artanthos wrote:
Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...
I hear the sound of a thousand dervish dance magi laughing as they become the only viable finesse build ......
So no change?

Only One, You will have a Big Dumb Fighter swinging a Big Dumb Sword and a Thin Quick Fighter wich use his quickness and wit to land fast thrusts to incapacitate the enemy (this will make a correct build with combat expertise).

This will imply that Weapon Finesse will be rewording that you hit with Dexterity and Damage with Intelligence.


Yondu wrote:
Marroar Gellantara wrote:
Artanthos wrote:
Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...
I hear the sound of a thousand dervish dance magi laughing as they become the only viable finesse build ......
So no change?

Only One, You will have a Big Dumb Fighter swinging a Big Dumb Sword and a Thin Quick Fighter wich use his quickness and wit to land fast thrusts to incapacitate the enemy (this will make a correct build with combat expertise).

This will imply that Weapon Finesse will be rewording that you hit with Dexterity and Damage with Intelligence.

Speaking of, might as well make Combat Expertise a prerequisite. It's already the iconic feat tax feat anyway.


Chengar Qordath wrote:
Yondu wrote:
Marroar Gellantara wrote:
Artanthos wrote:
Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...
I hear the sound of a thousand dervish dance magi laughing as they become the only viable finesse build ......
So no change?

Only One, You will have a Big Dumb Fighter swinging a Big Dumb Sword and a Thin Quick Fighter wich use his quickness and wit to land fast thrusts to incapacitate the enemy (this will make a correct build with combat expertise).

This will imply that Weapon Finesse will be rewording that you hit with Dexterity and Damage with Intelligence.
Speaking of, might as well make Combat Expertise a prerequisite. It's already the iconic feat tax feat anyway.

Not necessary to make it a prerequisite as all the Finesse Build need to have it, but it will synergise well with Prestige Class like the Duellist, or the Swashbuckler (Archetype not the ACG version) and will give a Rogue some melee value as two of their important stat are Dex and Int...

It'll give something like this :
Weapon Finesse
Prerequisites : Dex 13, Int 13
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls ; you may use your Intelligence modifier instead of your Strength modifier on damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Liberty's Edge

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Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...

Just because you are Intelligent enough to know where to hit, does not mean you are Dextrous enough to hit that point...


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StrangeBard wrote:
I agree with your way of putting it. Especially with certain weapons like the rapier it makes way more sense for them to have dex to damage since they are made to be fast weapons.

At the risk of bringing an off-topic historical point into a fantasy game rules discussion - rapiers are not actually all that fast in terms of how they move. "Rapier" is a much misunderstood term - most people will say rapier while mentally picturing smallswords - but the original weapons are the same weight as single-handed cutting swords of the day. The difference is not how heavy they are, it's in where the weight is. A cutting sword usually has a wider blade, while a thrusting weapon slims the blade and lengthens it, while also trying to make it more rigid. Lengthening the blade brings the weight forward, though thrusting weapons usually have counterweight pommels and cutting weapons most often don't (there are exceptions). Without the counterweight pommel, the longer thrusting weapon would be less agile and hence harder to defend with, which was a point made in favour of cutting weapons by at least one historical fencing instructor.

Fighting against thrusting weapons seems faster when you're being attacked, because of how the attack moves and how you see it. Going from a thrusting guard (point forward) to a thrusting attack (also point forward, obviously) is a relatively small move, while going from a solid defensive guard (point in the air) to a cutting attack is a bigger move no matter which cutting attack you pick. Further, because of the angle of the blade in relation to your head it's harder to get a good grasp on where exactly the blade and point are during the thrust, whereas the cut is pretty obvious. Also, if you're used to fighting with a cutting style, you're going to be unpleasantly surprised by the significantly increased reach of a thrusting style. Using a single-handed cutting sword, my optimal cutting range is only just higher than the length I could reach out and touch with my hand. Whereas my thrusting length is how far I could reach and touch, plus one step, plus the length of the blade, which is about three times as far. Finally, a cutting attack certainly can be fatal - but there's a very good chance it won't be. There are quite a few places you can be cut really deeply without it necessarily killing you or even incapacitating you quickly enough to win the fight. And it takes a significant effort and non-trivial technique to get a good cut in the first place. Even something really nasty sounding, like a cut to the head, if the impact doesn't break the skull then the recipient might still be swinging. On the other hand, a thrust doesn't have to hit particularly hard to kill if it hits the right spot. Penetration of the head or chest can potentially kill before anybody even knows what's happened. And thrusts hit a lot harder during fights because opponents will often be stepping forward. A fencing club I used to go to had had a fatality thirty-something years before I joined, because two people were fighting with epees (which are rigid, albeit somewhat blunt), and one lunged at the same moment the other stepped forward. A blunt with an impacting surface of about 1 square centimetre went straight through the other persons chest and he died before the ambulance arrived.

All of which makes thrusting styles quite abominably deadly to unarmoured people, even when being used by relative amateurs. Whereas amateurs could cut at each other for a while and both walk away bleeding if neither really wanted to press it. Again, a point observed by at least one 16th century fencing instructor.

In a bid for relevance then, in game terms then, don't think of dex to damage as speed. Think of it as hitting the target right in their g$@&+~n eye. Even a light blow there is dangerous.


graywulfe wrote:
Yondu wrote:

Just to put my brick in the wall, Finesse is not dexterity to deal damage, Finesse is to land the tip of the blade where you want it, in the joint of the armor, the slit of the helm...

Damage is done by the Strength you apply on the weapon to break bone, cut deep or pierce efficiently, or where you know that the victim will be incapacited or the pain high, so Finesse to damage should be linked to Intelligence not Dexterity...
Just because you are Intelligent enough to know where to hit, does not mean you are Dextrous enough to hit that point...

That's what I was saying Finesse use Dexterity to Hit and Intelligence to Damage.


Lucy_Valentine wrote:
Interesting Stuff

The Romans also noted and then deliberately used the fact that thrusting attacks are extremely dangerous, though they particularly liked using wide thrusting weapons because Romans do not mess around when it comes to delivering internal injuries. The rib cage plays another important role in weakening slashing attacks; its not hard to stab right past the ribs into the creamy center, but good luck slashing through them.

Lucy_Valentine wrote:
...In a bid for relevance then, in game terms then, don't think of dex to damage as speed. Think of it as hitting the target right in their g*$~~$n eye. Even a light blow there is dangerous.

The issue with that, though, is that by game terms you're describing 'Precision Damage', which among other things is rightly useless against a target without vulnerable physiology.

In the whole dex-to-damage debate, people seem to forget that Pathfinder and similar systems are massively abstract to begin with. Complaining about fine points of attribute realism in a system where a 17STR/16DEX character is worse at connecting with a blow in melee than an 18STR/1DEX one seems to be missing the point.

What's important is that a wide range of diverse fighting styles that emphasize different styles are reasonably effective, and hopefully physical attribute dumping is kept to a minimum. Piranha Strike is a positive thing in that it helped dex builds, but a very negative thing in that it seriously encouraged strength dumping and made wielding rapiers that much more pointless. As I said somewhere else, I like how with dex-to-damage introduced for one-handed weapons there's actually pros as well as cons to using them; if you want to wield a pair of light weapons instead of a pair of full-on swords, you'll deal significantly less damage (at least without magical effects). Who would have thought?


Lemmy wrote:

Still disappointing, though... Could have a general Dex-to-Damage feat, allowing us to create Finesse warriors that use chakram, daggers, unarmed strike, gauntlets, bladed-boot.

I don't understand why they decided to be so pointlessly restrictive with this. It's been proved time and time again that Dex-to-Damage is not unbalanced or even more powerful than good ol' Str-to-Damage.

And this thing costs 3 feats... I guess Dervish Dance will go on being the best Dex-to-Damage alternative in the game.

Oh, Swashbuckler... You never fail to disappoint me...

Just go inspired blade. You get weapon focus and weapon finesse for free. At level one you can get Fencing Grace, effectively giving you dex to damage.

Swashbucklers are great!

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