| Rynjin |
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Well think of it this way, if you have high Str your weapons/attacks:
1.) Move faster.
and
2.) Hit harder.
Both help you hit people (faster = negating dodge/deflect/etc. bonuses and hitting harder bypasses armor/shield bonuses by smashing through them).
There you go. Logical justification for a purely mechanical balancing aspect.
| Adamantine Dragon |
There are any number of ways to rationalize any of the attributes as making it easier to hit someone:
Str - Crash through defenses
Dex - Finesse through defenses
Con - Sheer superior stamina (OK, maybe THIS one is a stretch)
Int - Knows where to hit
Wis - Perceives opponents weaknesses
Cha - "Look, boobs!" *smack!*
Many of these, in fact, have feats to allow exactly this.
So, in the end, the current rules attempt to achieve some balance.
| Atarlost |
Well think of it this way, if you have high Str your weapons/attacks:
1.) Move faster.
and
2.) Hit harder.
Both help you hit people (faster = negating dodge/deflect/etc. bonuses and hitting harder bypasses armor/shield bonuses by smashing through them).
There you go. Logical justification for a purely mechanical balancing aspect.
Dex as an attack stat makes more sense with armor as DR. Armor as DR makes a lot more sense than armor as evasion.
Dex to make the blow connect at the proper angle. Str to get through the armor DR. The MAD actually reduces the attack/defense scaling problem.
| Darklone |
Besides balance... when I was young and didn't fight with real weapons, I thought as well: Dex would be better as to hit attribute.
The more I used real steel... the more I understood how realistic D&D rules with AC and Str to hit are. It's about control. Strength means controlled strikes. Dex means speed and speed isn't controlled but might break your weapon.
I used to fight with two weapons against guys in platemail with greatswords... that helps :)