Posted April 03, 2022
I agree with BreOl72. I always thought of it from that accuracy pov. Even a shot to the arm placement matters both in pain, blood loss, muscle/bone integrity, etc.
Aside from that, the other issue is just the overall picture of how damage scales from skills and items. If casters/melee have a mechanism for damage scaling from stats (strength, intelligence, magic, etc.) then it's going to be hard to balance ranged classes/attacks without a similar stat->dmg conversion.
Likewise, unless you want damage to be stagnant for long stretches of the game, it either has to scale off stats, or you have to constantly be introducing new weapons, either models or +1/electric etc. modifiers. From a development pov, just converting stats is both cheaper to code and typically easier to balance around, isn't it?
Aside from that, the other issue is just the overall picture of how damage scales from skills and items. If casters/melee have a mechanism for damage scaling from stats (strength, intelligence, magic, etc.) then it's going to be hard to balance ranged classes/attacks without a similar stat->dmg conversion.
Likewise, unless you want damage to be stagnant for long stretches of the game, it either has to scale off stats, or you have to constantly be introducing new weapons, either models or +1/electric etc. modifiers. From a development pov, just converting stats is both cheaper to code and typically easier to balance around, isn't it?