tag:blogger.com,1999:blog-4143435314932633148.post7714804451796874305..comments2024-03-28T00:41:13.514-07:00Comments on B/X BLACKRAZOR: Dissing DexterityJBhttp://www.blogger.com/profile/03263662621289630246noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-4143435314932633148.post-70549743110699831432015-08-27T07:47:07.886-07:002015-08-27T07:47:07.886-07:00@ ProfO:
As I've written before, I'd kind...@ ProfO:<br /><br />As I've written before, I'd kind of like to get away from ability scores being so important for combat...this includes (potentially) reducing or eliminating strength bonuses. I certainly wouldn't want to ADD bonuses to DEX!<br /><br />I mean, it depends on what you want to model. Does the grizzled veteran come up against the hotshot novice with the high DEX and think, whoa, I'm outmatched? In my world, usually the answer is "no;" the quick guy with no experience doesn't hold a candle to the guy of 2nd or 3rd level. He's unblooded, prone to mistakes, lacking in savvy.<br /><br />This is why I'm more inclined to making attack bonuses (especially in melee) solely based on class and level. I understand that ain't everyone's cup o tea.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-36235279944197220292015-08-26T23:18:15.394-07:002015-08-26T23:18:15.394-07:00Darn West Coast gamers ruined everything!
Yeah, I...Darn West Coast gamers ruined everything!<br /><br />Yeah, I think that's about all it really needs. Only reason I can think of to go higher is if you want to use the same modifiers for each stat (something I've yet to decide on)<br /><br />What do you think of Dex modifying attack rolls instead of Strength? It's something I've considered, though I might restrict it to smaller weapons I wouldn't give a damage bonus to, like a daggerHolly Oatshttps://www.blogger.com/profile/01703437987958922954noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-68586563748271283402015-08-26T07:09:58.287-07:002015-08-26T07:09:58.287-07:00@ Carl:
I guess I just believe that a PRACTICAL U...@ Carl:<br /><br />I guess I just believe that a PRACTICAL USE of reaction / reflexes is much more readily modeled by training and experience (i.e. class and level). I suppose one could argue that a high DEX (and, thus, better mechanical bonus) could be a result of training...but then why would one fighter (for example) have an advantage of +2 or +3 over the fighter with average DEX? Because the former went to a "better fighter school?" A 2 point step in attack chance is a pretty steep adjustment in B/X play where it takes THREE EXPERIENCE LEVELS (for fighter types; other classes take more) to make up the difference.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-4711401840922204292015-08-26T07:00:12.009-07:002015-08-26T07:00:12.009-07:00@ ProfOats:
Grrr...CalTech people!
; )
I can act...@ ProfOats:<br /><br />Grrr...CalTech people!<br />; )<br /><br />I can actually get behind the missile bonus adjustment...I just can't justify giving more bonus than the +1 found in the original edition of the game.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-78391365441251669672015-08-26T06:56:44.902-07:002015-08-26T06:56:44.902-07:00@ Pierce:
Mechanically, DEX has morphed into one ...@ Pierce:<br /><br />Mechanically, DEX has morphed into one of the MOST useful stats, mechanically speaking. I suppose part of this post is musing whether it needs to be DE-emphasized.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-5175711176032626522015-08-25T13:44:41.606-07:002015-08-25T13:44:41.606-07:00I always thought of having a high DEX as having fa...I always thought of having a high DEX as having fast reaction times / quick reflexes. This is something which is not modeled by STR. Refelxes/reaction time is extremely important in both hand to hand combat (AC bonus - regardless of skill and training, someone with faster reaction times is harder to hit, although really it should also come with a bonus to hit as well) and any kind of missile fire at a moving target (as opposed to target practice). If you think of DEX like that it also makes sense why it would be important for a thief (pick pocket and disarm traps in particular, and also for backstab). Anonymoushttps://www.blogger.com/profile/07648499022366444265noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-62838432557730756882015-08-24T23:46:57.746-07:002015-08-24T23:46:57.746-07:00The Rules Cyclopedia defines Dexterity as "th...The <i>Rules Cyclopedia</i> defines Dexterity as "the character's nimbleness and grace."<br /><br />Moldvay's initiative adjustment actually comes from Gygax in issue #2 of <i>The Strategic Review</i>, which explains the line about "...speed with actions such as firing first, getting off a spell, etc."<br /><br />I think Gygax added the AC and reaction adjustments in response to the CalTech players, who added an Agility score to their game<br /><br />I grew up with that later conception of Dexterity found in D&D, but lately I've been wanting to restrict it to hand-eye coordination. I plan on keeping it. It could be very useful when dealing with traps. I also love the way it affects your decisions regarding armor and weapons, which to me is the whole point of ability scores: giving players different incentives<br /><br />I have trouble buying your argument against the missile adjustment. Practice with archery is supposed to improve hand-eye coordination, so clearly it must be useful to have. Adjusting experience, as you mentioned, might be a good solutionHolly Oatshttps://www.blogger.com/profile/01703437987958922954noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-3936124903423306162015-08-24T22:55:26.263-07:002015-08-24T22:55:26.263-07:00huh. I've always quite liked dex. For me, and ...huh. I've always quite liked dex. For me, and in my personal heartbreaker, stats are kind of a way of life. Certain types of characters tend to need certain stats- rogues using dex for example. In my game the default melee bonus comes from the "Mettle" stat, but a character wielding a 'light' weapon (dagger, rapier, whip) can opt to use dex instead. Or a character wielding a heavy weapon can choose to use their "Brawn" modifier to hit and to damage. In more of a direct reply to your post though, I just think dex is a super useful stat, So much of what my characters do leaves me needing a specific metric to measure their speed, sure-footedness, and catching ability. I always thought strength was the real dog of the original stats. Piercehttps://www.blogger.com/profile/17342275462566805167noreply@blogger.com