I just posted this on RPG.net, thought I’d shop it here as well
I have long been perplexed at the idea that high STR means this guy or girl gets a bonus to hit with a sword, and this person has high DEX so they are naturally better with bows. That makes no sense. Huge bodybuilders aren’t naturally better at melee than Bruce Lee. Manny Pacquiao is 5’5", 146 lbs. and could kill any one of us with his punches but wouldn’t be considered dangerous in most d20 games because he’s not “strong”. Likewise, if you bother to watch many bowhunters, they aren’t limber gymnasts. Many are husky dudes that wouldn’t be comfortable on a balance beam.
Yeah, being strong means I can lift a heavier mace, but it doesn’t mean I am better at hitting with it.
Too many DnD style games hardwire unrealistic archetypes into character creation and if you want to make a character more unique (or realistic) you have to go off into loads of Feats and extra rule books, multi-classing etc. Why can’t you be a level one PC that is slow footed but can shoot a goblin between the eyes at 100 yards?
I adopted the ICRPG house rule of using separate bonuses for weapons damage instead of tying them to Stats. I LOVE it. So you could have a normal STR PC, that is deadly with a blade but can’t lift a bear. You can make a PC that is deadly with a bow, but doesn’t handle obstacles well and won’t win a gold in gymnastics. What I have been thinking of doing next, is using the same concept for Melee, Ranged, and Spell Attack rolls. Apply a bonus to Melee Attempts and less to strength if you want a Inigo Montoya type PC that can’t lift a gate but can cut you to shreds. Have a big burly ranger that looks like Ron Swanson and can track a monster for miles and fire an arrow through it like nobody’s business, but doesn’t impress anyone with their light-footedness.
Separating Attempt bonuses from Stats allows for more realistic, fun, and diverse characters. Has anyone else tried this? I’d like to know your experiences.