
spectrevk |

One of the vestigial limbs left in Pathfinder from 3.5 was forcing dex-based combatants, even ranged combatants, to rely on strength for extra damage. I suppose this was intended as a balancing measure, since strength-based combatants required DEX for their AC, but it's not a popular decision among players (at least in my experience as a GM) and D&D5e, for example, did away with it (and eliminated DEX from the AC of fighter-types by altering how armor affects AC, particularly heavy armor)
Why then did Starfinder choose to keep this particular design decision? Sci-fi is home to many weapon types that make more sense adding Dex to damage rather than Str (laser swords, monofilament whips, etc.) I'm curious.

Claxon |
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So...
Adding dex to damage doesn't make sense with laser swords in the first place, the blade will do the same damage, you can't even swing it harder to do more damage (which is where the idea of strength to damage comes from). You can strike more precisely, which is encapsulated in using dex to attack or in some other sort of precision damage bonus (like Sneak attack except sneak attack is gone in Pathfinder).
As to your question, it's not a rules question but a design question.
Also, near as I can tell there isn't even a option to use Dex to attack with melee weapons (no Weapon Finesse), so why would you allow dex to damage?

spectrevk |

Operative weapons can add dex to attack with melee weapons, IIRC. I'm still going through the book.
Striking more precisely with a precision-based weapon should add to damage. Yes, this makes strength less valuable, but that is somewhat appropriate in a sci-fi setting, and there are other ways to offset this (5e, for example, gates heavy armor behind STR requirements, and generally makes it hard to pump AC over 20 regardless of your Dex, so Dex fighters don't have an unfair advantage).

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Also, near as I can tell there isn't even a option to use Dex to attack with melee weapons (no Weapon Finesse), so why would you allow dex to damage?
Operative melee weapons allow dex to attack without a feat, but there is no dex to damage option. There is even a FAQ that confirms it.

Voss |

Honestly I can think of a couple reasons:
a) the devs don't like it.
b) Dex is already the primary stat for starfinder. Dex to damage on top would be really absurd.
Resolve points & key ability scores already feel like a way to force people not to dump stats, and not much is propping up Con (which primarily seems to be something to get from race and/or stat increases).
And the stat increases in general allow for min/maxing in a way that PF doesn't. You can prop up a lot of holes at level 5 and just start with 18 dex and 12/12 or 14 in whatever you want. Then go to 14/14/12 or 16/12/12 at 5.

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They have gotten rid of virtually every X to Y power in the game. No Wisdom to AC, No Int to social skills, No Dex to Damage.
That said, with the new stat increase system, you are looking at 18 in every stat by level 20, before mods. Level to damage is quickly going to swamp minor differences in Attributes. And Deadly Accuracy works for everyone on everything.
You no longer *need* dex to damage.

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Operative weapons can add dex to attack with melee weapons, IIRC. I'm still going through the book.
Striking more precisely with a precision-based weapon should add to damage. Yes, this makes strength less valuable, but that is somewhat appropriate in a sci-fi setting, and there are other ways to offset this (5e, for example, gates heavy armor behind STR requirements, and generally makes it hard to pump AC over 20 regardless of your Dex, so Dex fighters don't have an unfair advantage).
Operative weapons don't, but probably did at one point in design. There is a bit of related text that survived, but th FAQ says it shouldn't be there

gowen7thcav |
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One of the vestigial limbs left in Pathfinder from 3.5 was forcing dex-based combatants, even ranged combatants, to rely on strength for extra damage. I suppose this was intended as a balancing measure, since strength-based combatants required DEX for their AC, but it's not a popular decision among players (at least in my experience as a GM) and D&D5e, for example, did away with it (and eliminated DEX from the AC of fighter-types by altering how armor affects AC, particularly heavy armor)
Why then did Starfinder choose to keep this particular design decision? Sci-fi is home to many weapon types that make more sense adding Dex to damage rather than Str (laser swords, monofilament whips, etc.) I'm curious.
I watched my game go down in flames every-time I allowed dex to damage. It allows a character to stack one stat and just be a terror while the rest of the group can't come close to the dps output of a dex to dam character.. PF devs admitted they did not crunch the numbers for PF beforehand. But they did crunch the numbers for SF and made the right choice in my opinion.

DocShock |

Damage in general is less reliant on stats in Starfinder than it was in Pathfinder because specialization and weapon damage scale everything up. So you probably don't need dex to damage to make high-dex characters more dangerous.
Also, max dex bonuses on armor are a lot more forgiving than they were in PF, so I think high dex is more valuable in this system, even without adding it to damage.