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Post by logincrash »

Irenaeus wrote: March 22nd, 2025, 20:39
Reminder that a lot of the characters have incredibly high luck and have great chance of defying the odds and suceeding, that's why the game is based on their stories.
Can I use my Luck to make Zollo fall down the stairs, the ******* pagan barbarian that he is?
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Post by maidenhaver »

The only way George would join the party, is if he trusted one of the others and joined with him. Rangers hate monsters, that's what they do. He's probably a late sleeper, just because he won't close his eyes until the orc does. He also distrusts clerics, because they're sheltered urbanites with an unnatural worldview, breathing moldy, rancid air most of their lives, until they come looking for for trouble like they're God's gift to the universe.
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Post by SpellSword »

Irenaeus wrote: March 22nd, 2025, 20:39
Reminder that a lot of the characters have incredibly high luck and have great chance of defying the odds and suceeding, that's why the game is based on their stories.
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Post by Irenaeus »

SpellSword wrote: March 22nd, 2025, 21:46
Irenaeus wrote: March 22nd, 2025, 20:39
Reminder that a lot of the characters have incredibly high luck and have great chance of defying the odds and suceeding, that's why the game is based on their stories.
Image

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Yeah... err... Good luck!
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Post by Irenaeus »

maidenhaver wrote: March 22nd, 2025, 21:46
The only way George would join the party, is if he trusted one of the others and joined with him.
What if going on quests with the party bring clues to the whereabouts of the lady of the lake? Maybe she’s real. Maybe George is mad.
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Post by maidenhaver »

Irenaeus wrote: March 22nd, 2025, 21:56
maidenhaver wrote: March 22nd, 2025, 21:46
The only way George would join the party, is if he trusted one of the others and joined with him.
What if going on quests with the party bring clues to the whereabouts of the lady of the lake? Maybe she’s real. Maybe George is mad.
No, he would not join unless he was honoring a favor to a trusted friend, not even for muh Lady.

Also:

All characters may choose one additional proficiency from the general list at levels 5, 9, and (if maximum level permits) 13. Characters may choose one additional proficiency chosen from their class list each time they complete a full (2-point) saving throw progression. Thus, fighters get a new proficiency from their class list at level 3, 6, 9, and 12; clerics and thieves get a new proficiency from their class list at 4, 8, and 12; and mages get a new proficiency from their class list at 6 and 12.
https://acksrd.opengamingnetwork.com/proficiencies/

So do I need to drop all but one of my class skills and pick a general one?
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Post by Irenaeus »

maidenhaver wrote: March 22nd, 2025, 22:12
All characters may choose one additional proficiency from the general list at levels 5, 9, and (if maximum level permits) 13. Characters may choose one additional proficiency chosen from their class list each time they complete a full (2-point) saving throw progression. Thus, fighters get a new proficiency from their class list at level 3, 6, 9, and 12; clerics and thieves get a new proficiency from their class list at 4, 8, and 12; and mages get a new proficiency from their class list at 6 and 12.
https://acksrd.opengamingnetwork.com/proficiencies/

So do I need to drop all but one of my class skills and pick a general one?
We are using the proficiencies differently from the ACKS in that they are more like skills, for which they are named. You got different skills from the class you picked and the background you rolled, if I'm not mistaken - Scout, Combat Reflexes, Ambushing, Survival, Land Surveying.
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Post by Lord of Riva »

Irenaeus wrote: March 22nd, 2025, 16:06
Lord of Riva wrote: March 22nd, 2025, 11:42
I won't come around listening to that story part until later today or tomorrow. Timezones are a bit irksome for me for this forum.
Hey, LoR, don't worry about timezones so much. The pacing of the game will be slow and allow people to catch up in their own sweet time.
Lord of Riva wrote: March 22nd, 2025, 11:42
But you speaking about spells let me remember that I wanted to ask something, namely do casters really have only one cast per 8 hours on level 1 and 2 on level 2? Without cantrips that makes me stand around in combat most of the time, especially with the amount of hits a mage has on level 1.
The setting is low-fantasy, where magic is rare. Your character is already one of the most powerfil mages in the party, so you will stand out prominently whenever you act. It's nice that you're already role-plaing the part of the power-hungry wizard. The tone of the game will be one of exploration, survival against odds with cunning and caution, and finding loot to justify all the effort and to propel the surivors to the next adventure and their goals.
I'm sorry, for some reason private messages won't get sent, I'm to stupid press the correct button or whatever I tried sending the answer thrice now and it is not shown as sent but I will answer your PM here, I do not think that it is necessarily an issue that needs to be "private", I would not mind input from others either, maybe I am seeing things too strict or am missing something:

Irenaeus wrote:
LoA, I was thinking that maybe I was too harsh on the chargen thread and I apologyse. Do you think your character should be start with cantrips or rituals or something else magical? I'm open to suggestions.
Hey.

When I asked it was a question of rule clarification.

The issue is that the low amount of spellslots in the beginning leads to a lack of choice in gameplay. When dungeoneering on level 1, with 1 spell per 8 hours, I can not really warrant using any spell that is not a combat spell.

Reason being, while all characters on level 1 are pretty squishy mages are even more so than others (as it should be) and we are in a situation in which a melee engagement out of emergency will more likely then not the death of the character in 1 or two hits due to my high constitution (for a mage)

Lethality is not necessary the issue but the inability to act in combat when I basically have no weapon: Engaging with the staff is deadly and I am at a disadvantage so, unless absolutely necessary I would not attack and try to keep enemies from me. When I now have the choice to "detect magic" or to save up my cast of Magic missile or air bubble I am going to do so, because a goblin around the Corner is likely the end.

I do not really understand the game design at this point from ACKS (I assume this is something that existed in older DND?) I do not doubt that when you level up you have a quite powerful arsenal at your disposal and spells become pretty powerful.

It's not an issue of thinking this is unfair, I don't know how it plays out and maybe it is from an RP perspective fine, mages are late bloomers then, but since we do not know the rules exactly it was a matter of surprise that made me think.

I just mentioned cantrips since I think that DnD tried to solve that issue though it has more spellslots anyways, right? Though also spell prep so Idk.

possible solutions:

a) do nothing, it's fine, really, I will just have to play around the limitation
b) generic ranged dmg cantrip with unlimited cast, same range as MM but 1d3 or 1d4 damage, could even be hit-chance based on roll
c) more spellslots for level 1 exclusively (maybe 3, maybe 1 + int mod)
d) Have 8 hours of real thread time mean a spellslot reset unless the mage is in a situation that does not allow rest (capture, combat etc) (I think that could be fun but will lead to issues when higher level spells become available)

It's your decision

EDIT: I can also just buy a sling and have a ranged option. so I will also do that, please add a sling to my character, a few stones that won't let him be encumbered bringing his money down to 5s 6c instead. Why see a problem when the solution was to be seen in Baldurs gate

EDIT²: can a mage use javelins? what are the stat differences between a javelin and a sling? The real issue is a lack of rule clarity.
Last edited by Lord of Riva on March 23rd, 2025, 11:27, edited 5 times in total.
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Post by Humbaba »

I think the quest should be a common motivation for the entire party. That gets personal grievances and autisms out of the way.

Apropos @Irenaeus how are you gonna handle language barriers? Do we all speak the same language?
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Post by Stack of Turtles »

I think the magic situation is fine and I would be mildly annoyed by a rule change there leading to a scramble up the power ladder.
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Post by Oyster Sauce »

My guy is psycho btw he might kill some of you
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Post by Irenaeus »

Oyster Sauce wrote: March 23rd, 2025, 16:38
My guy is psycho btw he might kill some of you
:lol: that's now how you described him at first but I'll keep that in mind now.
By the way, the party has a good share of psychos. Hope you can all keep it together! :rip:
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Post by Oyster Sauce »

Irenaeus wrote: March 23rd, 2025, 16:43
Oyster Sauce wrote: March 23rd, 2025, 16:38
My guy is psycho btw he might kill some of you
:lol: that's now how you described him at first but I'll keep that in mind now.
By the way, the party has a good share of psychos. Hope you can all keep it together! :rip:
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Post by Humbaba »

Irenaeus wrote: March 23rd, 2025, 16:43
By the way, the party has a good share of psychos. Hope you can all keep it together!
Our party is 40% born again christians and whoever else happened to show up.
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Post by TKVNC »

Humbaba wrote: March 23rd, 2025, 09:51
I think the quest should be a common motivation for the entire party. That gets personal grievances and autisms out of the way.

Apropos @Irenaeus how are you gonna handle language barriers? Do we all speak the same language?
The common motivation should be that we all want to clear out a cellar full of rats, so some villagers can hide from some goblins.
Last edited by TKVNC on March 23rd, 2025, 18:28, edited 1 time in total.
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Post by Lord of Riva »

@Irenaeus will you comment on my post?
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Post by Irenaeus »

Lord of Riva wrote: March 23rd, 2025, 08:50
Hey.

When I asked it was a question of rule clarification.

The issue is that the low amount of spellslots in the beginning leads to a lack of choice in gameplay. When dungeoneering on level 1, with 1 spell per 8 hours, I can not really warrant using any spell that is not a combat spell.

Reason being, while all characters on level 1 are pretty squishy mages are even more so than others (as it should be) and we are in a situation in which a melee engagement out of emergency will more likely then not the death of the character in 1 or two hits due to my high constitution (for a mage)

Lethality is not necessary the issue but the inability to act in combat when I basically have no weapon: Engaging with the staff is deadly and I am at a disadvantage so, unless absolutely necessary I would not attack and try to keep enemies from me. When I now have the choice to "detect magic" or to save up my cast of Magic missile or air bubble I am going to do so, because a goblin around the Corner is likely the end.

I do not really understand the game design at this point from ACKS (I assume this is something that existed in older DND?) I do not doubt that when you level up you have a quite powerful arsenal at your disposal and spells become pretty powerful.

It's not an issue of thinking this is unfair, I don't know how it plays out and maybe it is from an RP perspective fine, mages are late bloomers then, but since we do not know the rules exactly it was a matter of surprise that made me think.

I just mentioned cantrips since I think that DnD tried to solve that issue though it has more spellslots anyways, right? Though also spell prep so Idk.

possible solutions:

a) do nothing, it's fine, really, I will just have to play around the limitation
b) generic ranged dmg cantrip with unlimited cast, same range as MM but 1d3 or 1d4 damage, could even be hit-chance based on roll
c) more spellslots for level 1 exclusively (maybe 3, maybe 1 + int mod)
d) Have 8 hours of real thread time mean a spellslot reset unless the mage is in a situation that does not allow rest (capture, combat etc) (I think that could be fun but will lead to issues when higher level spells become available)

It's your decision

EDIT: I can also just buy a sling and have a ranged option. so I will also do that, please add a sling to my character, a few stones that won't let him be encumbered bringing his money down to 5s 6c instead. Why see a problem when the solution was to be seen in Baldurs gate

EDIT²: can a mage use javelins? what are the stat differences between a javelin and a sling? The real issue is a lack of rule clarity.
Good points. I think adapting the ACKS rules to something simpler for Play-by-post will be key.

The game will be one of exploration, danger avoidance, obstacle dealing and looting. Combat will have to be more abstracted than a tabletop would be because I don't want there to be 100 posts for an encounter. I am aiming for a post every 2 or 3 days so people don't have to log in daily to catch up, it should be a slow game.

I was thinking of making Magic-users able to cast all their spells once per day. Another magic-related idea I had was allowing every magic-user and cleric to cast a weaker version of their spells as cantrips. What do you think?

Your character has great physical stats beyond the INT 18 and based on his backstory and how you developed him you could use him as slinger or javeliner if you want, or an archer or even a melee fighter. Or you can stay behind in combat and let the fighters and the rest engage.
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Post by Irenaeus »

Lord of Riva wrote: March 23rd, 2025, 18:52
@Irenaeus will you comment on my post?
There you go!
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Post by Irenaeus »

Stack of Turtles wrote: March 23rd, 2025, 16:33
I think the magic situation is fine and I would be mildly annoyed by a rule change there leading to a scramble up the power ladder.
Exactly, it's mostly fine, and we should just nail the details. When I proposed the game I was thinking "low-fantasy" as in a setting and rules where magic is rare but can be very powerful when used in clever ways. Also, as part of the class challenges, magic-users should check themselves or they will eventually become psychopaths who want to control those who they see as weaklings (non-magic-users). Every class should have to deal with an increasing temptation for power as they level up, in my opinion.
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Post by Irenaeus »

TKVNC wrote: March 23rd, 2025, 18:22
Humbaba wrote: March 23rd, 2025, 09:51
I think the quest should be a common motivation for the entire party. That gets personal grievances and autisms out of the way.

Apropos @Irenaeus how are you gonna handle language barriers? Do we all speak the same language?
The common motivation should be that we all want to clear out a cellar full of rats, so some villagers can hide from some goblins.
:lol:

The first adventure should give motivation for the entire party, as I'm writing. I can't promise rats and goblins appearing, part of the fun will be discovering the dangers in the way of completing the quest. Personal goals can be pursued along the way, or not, each player is free to roleplay as they see fit.

As for languages, so far I'm thinking of a common language and at least one ancient language and one barbarian language. Likely more foreign languages that are not used commonly but might appear as we develop the setting.
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Post by Lord of Riva »

Irenaeus wrote: March 23rd, 2025, 18:56
Lord of Riva wrote: March 23rd, 2025, 08:50
Hey.

When I asked it was a question of rule clarification.

The issue is that the low amount of spellslots in the beginning leads to a lack of choice in gameplay. When dungeoneering on level 1, with 1 spell per 8 hours, I can not really warrant using any spell that is not a combat spell.

Reason being, while all characters on level 1 are pretty squishy mages are even more so than others (as it should be) and we are in a situation in which a melee engagement out of emergency will more likely then not the death of the character in 1 or two hits due to my high constitution (for a mage)

Lethality is not necessary the issue but the inability to act in combat when I basically have no weapon: Engaging with the staff is deadly and I am at a disadvantage so, unless absolutely necessary I would not attack and try to keep enemies from me. When I now have the choice to "detect magic" or to save up my cast of Magic missile or air bubble I am going to do so, because a goblin around the Corner is likely the end.

I do not really understand the game design at this point from ACKS (I assume this is something that existed in older DND?) I do not doubt that when you level up you have a quite powerful arsenal at your disposal and spells become pretty powerful.

It's not an issue of thinking this is unfair, I don't know how it plays out and maybe it is from an RP perspective fine, mages are late bloomers then, but since we do not know the rules exactly it was a matter of surprise that made me think.

I just mentioned cantrips since I think that DnD tried to solve that issue though it has more spellslots anyways, right? Though also spell prep so Idk.

possible solutions:

a) do nothing, it's fine, really, I will just have to play around the limitation
b) generic ranged dmg cantrip with unlimited cast, same range as MM but 1d3 or 1d4 damage, could even be hit-chance based on roll
c) more spellslots for level 1 exclusively (maybe 3, maybe 1 + int mod)
d) Have 8 hours of real thread time mean a spellslot reset unless the mage is in a situation that does not allow rest (capture, combat etc) (I think that could be fun but will lead to issues when higher level spells become available)

It's your decision

EDIT: I can also just buy a sling and have a ranged option. so I will also do that, please add a sling to my character, a few stones that won't let him be encumbered bringing his money down to 5s 6c instead. Why see a problem when the solution was to be seen in Baldurs gate

EDIT²: can a mage use javelins? what are the stat differences between a javelin and a sling? The real issue is a lack of rule clarity.
Good points. I think adapting the ACKS rules to something simpler for Play-by-post will be key.

The game will be one of exploration, danger avoidance, obstacle dealing and looting. Combat will have to be more abstracted than a tabletop would be because I don't want there to be 100 posts for an encounter. I am aiming for a post every 2 or 3 days so people don't have to log in daily to catch up, it should be a slow game.

I was thinking of making Magic-users able to cast all their spells once per day. Another magic-related idea I had was allowing every magic-user and cleric to cast a weaker version of their spells as cantrips. What do you think?

Your character has great physical stats beyond the INT 18 and based on his backstory and how you developed him you could use him as slinger or javeliner if you want, or an archer or even a melee fighter. Or you can stay behind in combat and let the fighters and the rest engage.
Fair enough, I considered javelins and came to the conclusion that carrying a staff, a sack full of stuff and a quiver with javelins would just be cumbersome, so I'm sticking with the sling and I would say 10 stones at hand and be done with it. I don't want him to be a slinger but he will know that he, while properly trained and not missing gym class, is still not equipped for close combat without any armor on.
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Post by Stack of Turtles »

Are ranged stuff gonna be str or dex anyway? Using dex is objectively silly.
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Post by Irenaeus »

Lord of Riva wrote: March 23rd, 2025, 19:10
Fair enough, I considered javelins and came to the conclusion that carrying a staff, a sack full of stuff and a quiver with javelins would just be cumbersome, so I'm sticking with the sling and I would say 10 stones at hand and be done with it. I don't want him to be a slinger but he will know that he, while properly trained and not missing gym class, is still not equipped for close combat without any armor on.
Wolfgang (your character) has 16 AGI and 11 STR and this will make hit things at range an asset for the party. You're right about melee: fighting without an armor at level 1 (regardless if you're a high HP) will be a reckless stunt with these rules and fits my idea for the setting. Only the most careless or confident in their luck will throw themselves into the fray without at least a leather armor and good fighting skills and traits.
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Post by Irenaeus »

Stack of Turtles wrote: March 23rd, 2025, 19:14
Are ranged stuff gonna be str or dex anyway? Using dex is objectively silly.
I'm thinking both, heavily influenced by skills and traits. Bad idea?
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Post by Stack of Turtles »

Irenaeus wrote: March 23rd, 2025, 19:18
Stack of Turtles wrote: March 23rd, 2025, 19:14
Are ranged stuff gonna be str or dex anyway? Using dex is objectively silly.
I'm thinking both, heavily influenced by skills and traits. Bad idea?
I think D&D's "finesse" for something like a rapier or main gauche is believable, but dex on a ranged weapon is silly to me. You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
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Post by rusty_shackleford »

Stack of Turtles wrote: March 23rd, 2025, 19:27
You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
Like HP, it's meant to be an abstraction. Higher dex means you're more likely to hit your target in a place where it hurts. :dice2:
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Post by Irenaeus »

rusty_shackleford wrote: March 23rd, 2025, 19:31
Stack of Turtles wrote: March 23rd, 2025, 19:27
You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
Like HP, it's meant to be an abstraction. Higher dex means you're more likely to hit your target in a place where it hurts. :dice2:
Yes, what rusty said. AGI/Dex should improve the odds of hitting targets, while some weapons are more dependent no STR for damage than others (sling vs bow).

On top of that, there's training and practice and other traits involved. Same goes for melee.
Last edited by Irenaeus on March 23rd, 2025, 19:34, edited 1 time in total.
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Post by Stack of Turtles »

rusty_shackleford wrote: March 23rd, 2025, 19:31
Stack of Turtles wrote: March 23rd, 2025, 19:27
You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
Like HP, it's meant to be an abstraction. Higher dex means you're more likely to hit your target in a place where it hurts. :dice2:
I think that makes complete sense for a rapier or dagger, yeah, like I said.

I don't think it makes much sense for a ranged weapon because the way you aim is totally different. Maybe if someone has a flashy quickdraw archery skill where he can do stunts.
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Post by Lord of Riva »

Stack of Turtles wrote: March 23rd, 2025, 19:27
Irenaeus wrote: March 23rd, 2025, 19:18
Stack of Turtles wrote: March 23rd, 2025, 19:14
Are ranged stuff gonna be str or dex anyway? Using dex is objectively silly.
I'm thinking both, heavily influenced by skills and traits. Bad idea?
I think D&D's "finesse" for something like a rapier or main gauche is believable, but dex on a ranged weapon is silly to me. You can't make the rock from your sling or the arrow from your bow hit harder by throwing/shooting it more nimbly.
Isn't that just hand eye coordination, ergo the way you aim?

Also what would you suggest, it derived by strength as well? Javelins in PF work with dex to hit and str for damage bonus, that would be an adequate abstraction for weapons that are dependant on strength (bows, slings, javelins, throwing axes and so on)
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Post by Humbaba »

Whatever the case, the campaign should have a tone fitting with this:

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most entertaining poster? I vote for Humbaba.
wrote:
I love Humbaba's reviews
wrote:
I like Humbaba.
wrote:
you've all caused Humbaba to post something I agree with.