QUOTE(Rabain @ Dec 18 2005, 09:16 PM)
The logic behind the Strength bonus is that Jan Jansen with an altered strength so that it was the same as a storm giant would do the same damage as his fist would normally do plus a bonus for now being as strong as a storm giant. To me that makes sense. In your example Jan would get no bonus for being stronger.
I agree that Jan (after drinking a potion of storm giant strength) should receive bonuses. I don't see how you derived the opposite from my text. Perhaps I had expressed myself inadequately.
Jan will have bonuses because his strength is *modified*, but this doesn't mean that a storm giant (already rolling 15d6 for his damage) should still gain another 12 points of damage bonus for having a 24 strength score. I thought this was what aigleborgne was trying to suggest (and if so I still disagree).
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Again I would go back to game mechanics, in the game a claw is a weapon, rather than have 100 different claws all with various damage amounts to reflect strength of the wielder why not have 5 claws doing 1d6, 1d8, 1d10 etc and apply a strength bonus based on the creature using the claw. This way you can account for sudden changes in the strength of the wielder, be it of claw or weapon. It makes much more sense to do it this way and this is primarily how Bioware went about it.
Yes, but I thought that the question was about P&P where there are actually too many different claws and bites.
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It also makes spells that weaken enemies more useful. If a storm giant had a weapon (fist) that did 1d10 damage and you used Enfeeblement he would still do 1d10 damage. If the storm giant had a weapon that did 1d6 damage plus strength bonus then he would not get the strength bonus while enfeebled. To me that is better and again makes more sense.
Even in the former case, the penalty can be applied by counting all dices as 1's. Different DMs use different rules.
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The only oddity would be say if a dragon had a claw that did the same damage as a werewolf claw (for example) and they both were enfeebled and the claw hit you then in the "real" world you would still take more damage from the dragon claw simply due to its size and weight. The game engine has its limitations of course!
Good point! The weight and the size of the creature is also a factor which should not be neglected. Considering the limitations of the game engine, I guess that either way we try to resolve the issue some oddities will be inevitable.