Ok, some rationale......
I use Speed or Dexterity as the Stat to be used with combat skills (not including ranged attacks) because foes will be bobbing and weaving and trying to dodge one another while trying to attack as well. And this represents the characters using that finesse as it were to get through the foe's guard to strike.
And while thinking about this issue, it occurred to me that adding strength to an attack's damage is problematical, at least on every single attack.
So I took a look at the Action section of the rules.
We have the following:
- 1 Full Action and a Snap Action OR
- 2 Half Actions and a Snap Action OR
- 1 Half Action and 2 Snap Actions
And the problem lies here:
Full Action[/list]
- Melee Attack (Full AB, Multiple attacks if available, etc)
Basically, I am equating an attack with full AB to be the equivalent to making multiple attacks, when they should take longer, but if they take longer than a round, that defeats the purpose of them.
So...................
I have come up with this idea........
What can be done in a round
Types of Actions
- 1 Maximum Action OR
- 1 Full Action and 1 Snap Action OR
- 1 Full Action and 1 Snap Action OR
- 2 Half Actions and 1 Snap Action OR
- 1 Half Action and 2 Snap Actions
Maximum Action
[/list]- Melee Attack (Full AB; add Str to Damage)
- Multiple Melee Attacks (full AB)
Full Action
[/list]- Melee Attack (Full AB)
- Melee Attack w/ Tiny Weapon (Full AB, add Str to damage)
- Unarmed Attack (punch/kick only, add Str to damage)
HalfAction
[/list]- Melee Attack (Full AB; add Str to Damage)
- Attack w/ (non-Tiny)Melee Weapon or Unarmed
Attack (-4 to Attack Roll) - Attack w/ Tiny Weapon (full AB)
- Unarmed Attack (Punches/kicks only, full AB)
- Defensive Action (Block, Dodge, or Dive for Cover;
cannot be declared in same round as an Attack Action)
[/list]This allows Str to be added for Melee Attacks, but at a slight cost. [/list]