Orich Starkhart wrote:
Brewhunter wrote:
Had I removed the STR bonus I would have had to replace it with DEX. Your point is valid don't get me wrong, we as a group just didn't want to mess with it.
I'm not understanding the bit about having to replace STR with DEX.
I was simply curious about the STR to-hit and whether you had considered the rationale I mentioned; the best reason for whatever you do in rules modification is that it suits you and your players.
Brewhunter wrote:
We don't have a lot of spell casters in the group, but a touch attack would use DEF if required.
One consequence is a PC caster may find a touch attack failing on a roll under your rules that would have succeeded under RAW. On the other hand, the PCs also benefit by the increase in DEF against enemy touch and ranged touch attacks, whether from casters or others.
Brewhunter wrote:
Magical shield spells would be used as DR.
ooh, THIS is interesting. How much DR? I see shields as aiding defense even in armor as DR, though I also appreciate rules that physical shields have a certain capacity, or hit points, and can be split/sundered/splintered by enough damage over a series of attacks or in a single blow.
Brewhunter wrote:
The games I run are very story base. The current one magic is outlawed. I don't give out a lot of magic items, in my experience character have a tendency to rely heavily on them on forget about their character feats and class specialties. I try to draw my encounters to demand the full use of the team rather than than the Fighter tanking his way through or some OP wizard laying down magical devastation.
I think I would enjoy playing in your campaigns. I've recognized just in reading these boards a (personally disturbing) belief that significant magical aid is assumed by the game rules as characters reach higher levels, and I find that the notion of a "build", never mind optimizing one, leaves a bad taste.
I would think that I could only justify the str to hit bonus as a thought of knocking a sword aside or pushing through ones parry. Dex is more of a muscle memory attribute so I guess it would come down to the characters fighting style. Some styles use brute force, others use more of a finesse.
There are actually more hits on with using DEF. The last game I ran I had a player that found himself in the unfortunate situation of being in the mouth of a dire frog. He was using a touch attack spell inside his mouth but that ended shortly as the frog dived underwater. The frog was crushing him and drowning him but the DR on his armor prevented actual damage to him.
As far as magical spells that would normally act as ac I would look at what the spell is doing. If it provides a kinect defense like dodge, as hand held sheild, I would put whatever points towards defense. If the spell is design to absorb damage like mage armor or shield then treat the bonus as DR. (Arrow pierces your magical shield, but loses so much energy that its tip barely scratches you) What would have been 4 dmg was reduced to 1 if the shield DR is 3. The magical armor would have no weapon type weakness unless the GM thought it logical.
Like I said I prefer a story based game not the ego struggle of GM v. Player. I try to keep my players alive, though sometimes just barely. I have a crazy crit house rule too if you are interested. :D