It does it's job as a simple stat that makes you hit harder.
I don't really know a real world equivalent for something like that. Hitting without exerting enough force isn't really an issue in fencing if you are able to hold your weapon.
Cool. Now link a video of people fighting in full plate armor, actually trying to pierce that armor and kill each other because that's what RPGs (the ones relevant to the discussion anyway) are trying to portray. Whether such fighting is historically accurate is another matter.
Still, RPGs probably undervalue STR.
After learning a bit about HEMA...
Footwork is massively important in fighting, especially when attacking. Coordination between movements and strikes is vital, and knowing the difference between the different times in fighting is of tremendous value. This all seems to be more related to dexterity than to strength.
Also, two handed weapons such as longswords or Dane axes need less strength and conditioning to use effectively than sabres or rapiers do, but one handed weapons generally have a better effective reach.
but what increase firearms damage? strenght or dex?
WHat a fucking piece of opinion. An axe need less strength than a sabre and rapier... Sure.
Footwork is massively important in fighting, especially when attacking. Coordination between movements and strikes is vital, and knowing the difference between the different times in fighting is of tremendous value. This all seems to be more related to dexterity than to strength.
Also, off topic slightly but shields are weapons. Especially in viking times when they tended to be the primary weapon to open attacking options when fighting a single opponent, while the sword was there to exploit the gaps that were created by clever use of the shield.
TL;DR I'd say that if anything STR should modify AC and DEX should modify to hit and damage.
Yes and no. Brute strength is mostly associated with the ability to lift heavy weights, but that is not necessary so. Strength is the result of intra and intermuscular coordination (results in pulling abiltiy of x kg per cm^2) and muscle diameter in cm^2 (which is related to the muscle type and amount of fibres).
With his strength the power lifter is lifting relative slowly heavy weights, while the fighter accelerates his fists or feet or a sword to a certain fast speed to deliver a momentum ( p = m * v ) in a strike to the opponent. Both events result in an Work (W = F * s ( Unit Nm ) ) with a Force (F = kg * m / s^-2).
The amount of Work may be even the same, but the Force is different in both cases.
The muscles are classified into fast twitch (typ 1 and 2) and slow twich muslces fibres. But the same kind of muscles fibres are the main contributer for this kind of Work, because the slow twich are only responsible for sustaining a certain low amount of Work for a very long periode of time. In other words both the fast 100 meter runner and the heavy power lifter require a high percentile amount of fast twitch muscles fibers, while the long distance runner needs more the slow twitch fibres. The muscle diameter is also different on all athlets. The fighter needs a diameter that allows him to punch as fast as possible, but if the diameter is too high or too low then the punch becomes slower. One the other hand the fighter can pull more weight in kg per cm^2 of muscle than a power lifter, while a power lifter has a higher diameter.
The intra and intermuscular coordination is a result of the central nervous system neural adaptation to to the kind of exercise. The neurons of a power lifter need to shoot impulses more often to the the muscle fibers than that of the fighters who needs upon one impuls activate more fibers for a muscle contraction.
The power lifter needs different muscles in an lift attempt at different stages of the movement, while the fighter needs all the muscles involed in the movement nearly at the same time ( very good extreme example is Bruce Lee and his one inch punch ).
I hope that you can now understand what strength is and how it comes about.
Now technique is not so well defined and more difficult to explain so i will be more sloopy. One movement or form of attack requires also and is a technique and several movements combined is also a technique.
The first one needs to be exercises correctly and fast if an window of opportunity is perceived or the defence is necessary. Several movements combined into to a technique have either a goal to open a window of opportunity for a strike or to deliver several strikes after each other.
Now i will quote the awsome statement from Conor McGregor: "Precision beats power and timing beats Speed. These are the fundamentals." Think carefuly about this!
Reaction times is faster than action times, and the cowboy who draws second is mostly faster. But what technique you will use to attack and to defend yourself and how well you execute the technique is based on trainings experience and the central nervous system. Precision and timing is also learned through training like Speed (equates to power). Overall in a duell a good training with a certain amount of strength is better than only with high strength with few or no training. And that is the reason why martial arts are trained and why a boxer will beat a power lifter in a fight.
In DnD 3.5 (DnD 5th has fucked this up) terms this would mean that a 10 Lv fighter with STR 14 is better than a 01 Lv fighter with STR 18.
Also, two handed weapons such as longswords or Dane axes need less strength and conditioning to use effectively than sabres or rapiers do, but one handed weapons generally have a better effective reach.
1 YES and 2 NO! The threat range of a spear can be up to 5 meters, while the sword is up to 3 meters.
The idea is not stupid, but DEX is reserved for the hand eye coodination and skills like balance, slight of hand and etc. And in an DnD fight this represents the ability to pull body parts from the line of attack, therefore you dont get this bonus if you are constrained.
After learning a bit about HEMA...
Also, two handed weapons such as longswords or Dane axes need less strength and conditioning to use effectively than sabres or rapiers do, but one handed weapons generally have a better effective reach.
WHat a fucking piece of opinion. An axe need less strength than a sabre and rapier... Sure.
You should give Exanima a try. Approach it with patience and an open mind though, it takes about half/an hour in the arena before you start getting the hang of it, but once you do you'll love it.Yeah, I get that but not all games have to be the same just because convention pushes them that way.
I'd love to find an RPG that tried to simulate combat in a fashion that followed on from what has been learned about medieval martial arts. I think there would definitely be a place for it.
Things like attacks having to not only strike at your opponent but also defend, that gaining and seizing the initiative in a fight being important.
I'd quite like (for example) there to be a footwork skill that would boost both your ability to fight effectively, and for height and weight to actually matter (I realize that the latter set works in Dragon's Dogma but I found that game so tedious in other respects I couldn't get on with it at all).
you forgot about the size vs size modifier!Footwork is massively important in fighting, especially when attacking. Coordination between movements and strikes is vital, and knowing the difference between the different times in fighting is of tremendous value. This all seems to be more related to dexterity than to strength.
That's what your level (in most RPGs) measure. You simply get better at running pointy things through people.
Also, off topic slightly but shields are weapons. Especially in viking times when they tended to be the primary weapon to open attacking options when fighting a single opponent, while the sword was there to exploit the gaps that were created by clever use of the shield.
That's true, and I have seen a few attempts to model that but the result is usually a mess as the shield becomes ridiculously overpowered. In any event, RPGs originally draw inspiration from swashbuckling films and novels, which is why they barely bothered to simulate fighting formations and that sort of stuff.
TL;DR I'd say that if anything STR should modify AC and DEX should modify to hit and damage.
Nope, or you'll have the weird situation of clumsy giant who is a ninja and can't be touched (ginormous STR) but sucks at dealing damage (low DEX)
Cool. Now link a video of people fighting in full plate armor, actually trying to pierce that armor and kill each other because that's what RPGs (the ones relevant to the discussion anyway) are trying to portray. Whether such fighting is historically accurate is another matter.
Also, DnD does have initiative, dodge and mobility feats, weapon finesse for dexterity based fighting, even intelligence based fighting. Some other games do str = damage, dex = chance to hit by default too so idk maybe you're just looking for something else?
yeah just read the fight scenes in martin's ASOFAI books
They polished it quite a bit with the last major updates, and it seems like they're gonna keep up the work on improving it, so in any case it'd be good to keep an eye out towards future releases. There's already a couple of videos on twitch about the upcoming beta patch, but the streamers are unsurprisingly rather retarded.The physics based combat is really fun, but trying to pull off thrusts feels really clunky and awkward, never could get the hang of them properly!
Footwork and momentum play a huge part in the game, which is really cool, but it sort of feels like trying to control a drunk sometimes!
Sounds interesting. How's his prose?[
Miles Cameron (pen name of Christian Cameron the historical fiction author) wrote the Red Knight series which imagines how horrifically destructive fully armoured knights could be against monsters.
He does full harness fighting so knows what he's on about. He also does reenactment camping in harsh weather so can write with authority about surviving severe conditions with limited kit. Really interesting guy.
Sounds interesting. How's his prose?
yeah yeah harness this harness that but nobody wrote better sword fights than David Gemmell
Oh well, this ranged from underwhelming to cringe material. Why is it that fantasy authors always have to be so shit?
It's actually quite correct. While not on the same level of seriousness as HEMA practitioners, I fuck around with swords and other weapons every now and then, and while I do work out, I'm lean of complexion. Wouldn't have thought so at first either, but I've found out I fare much better when picking double-handed swords: the weight and parrying are easier to manage, and overall I move around much faster.WHat a fucking piece of opinion. An axe need less strength than a sabre and rapier... Sure.
They aren't stupid since 1st, DnD is fantasy and AFAIK it's not trying for the level of realism you're looking for and 2nd, we are talking about games. Like said earlier, most of what you talk about are covered in some form of abstraction. DnD stats work, are easy to understand and mostly make sense, all important in systems designed for games not trying to be sims.I think the flaw with DnD is the stats are actually stupid. You probably want an athleticism stat instead of strength for power/speed and a nimbleness/coordination stat for dexterity.
A massive club wielded by a huge, muscular creature should do lots of damage, whether it hits or not is irrelevant, so that at least works with DnD's implementation. I'd say that it'd be better if chance to hit is tied to Dex instead, so that the ogre being slow, it's attack should be easy to dodge, but what DnD has is better than both of what you are suggesting in this particular case.it's where your attack lands that's more important than how powerfully it lands which is the deciding factor, especially when looking for weak points in a part-armoured opponent.
But ok, let's use your stats for fantasy creatures, say an ogre. DnD describes them as being very strong but slow, wielding massive clubs. The "clumsy giant but a ninja" mentioned ITT. According to you it should either have very high AC and do low damage or have low STR and high DEX both of which do not fit the description at all. How about those athleticism and nimbleness stats, when the ogre should be neither?
A massive club wielded by a huge, muscular creature should do lots of damage, whether it hits or not is irrelevant, so that at least works with DnD's implementation. I'd say that it'd be better if chance to hit is tied to Dex instead, so that the ogre being slow, it's attack should be easy to dodge, but what DnD has is better than both of what you are suggesting in this particular case.
All these rpg were made after Dune. Therefore dex is for AC while strenght is for damage and to hit since you need to strike with force but also with slow speed.
Yeah, but what about katans, man?
Are they samurais better than knights?