I think we need to Keep It Simple. Having breakpoints at which different rules apply is a bad thing. Having stats have two different impacts on to-hit (one directly and one via a skill like finesse or power) is a bad thing.
I like d_m's suggestion that to-hit is determined in a similar way to damage, by weighting the player's Finesse and Power skills according to the weapon's preferences. But my one slight misgiving is that Finesse intuitively should be the dominant factor in to-hit for all weapons, however power-orientated (I think Derakon made a similar point).
That said, we don't want Finesse to be any more important than Power in the overall system. I think I preferred Derakon's original idea where Finesse essentially replaces to-hit, and Power essentially replaces to-dam. High-finesse characters using high-finesse weapons improve their damage by getting more blows and more (small) criticals. High-power characters using high-power weapons do lots of damage (with BIG criticals) in a smaller number of blows. The only problem is making sure they can actually hit things.
When we think about the evasion/absorption split, we can see that high-power characters are going to have a terrible time with really evasive monsters ... but perhaps that's as it should be?
I like d_m's suggestion that to-hit is determined in a similar way to damage, by weighting the player's Finesse and Power skills according to the weapon's preferences. But my one slight misgiving is that Finesse intuitively should be the dominant factor in to-hit for all weapons, however power-orientated (I think Derakon made a similar point).
That said, we don't want Finesse to be any more important than Power in the overall system. I think I preferred Derakon's original idea where Finesse essentially replaces to-hit, and Power essentially replaces to-dam. High-finesse characters using high-finesse weapons improve their damage by getting more blows and more (small) criticals. High-power characters using high-power weapons do lots of damage (with BIG criticals) in a smaller number of blows. The only problem is making sure they can actually hit things.
When we think about the evasion/absorption split, we can see that high-power characters are going to have a terrible time with really evasive monsters ... but perhaps that's as it should be?
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