Crissa at [unixtime wrote:1122752919[/unixtime]]Why is this 'dangerous', RC?
QUite simply because you aren't sure if trading +1 attack for +1 damage is balanced.
Whenever you allow people to assign stats which represent those two things, you are running into that problem. So you really have to know the answer, otherwise people who invest in damage may be better than those who invest in accuracy or vice versa. The point is that you really don't know until you've done the math. And unless your system happens to be balanced by sheer luck, chances are there's some imbalance, and somewhere down the road someone will uncover it.
The D&D philosohpy was to simply make the damage system so complex and convoluted that hopefully nobody could figure out the correlation between attack and damage. Replacing game balance with misdirection and illusion is a bad paradigm.
Now I'm not saying you can't balance out a paradigm like that.. it's just that you've got to do the math and somewhere down the road you need to be able to say +1 attack = +X damage. IF you can't say that then you simply cannot allow people to distrubte points between accuracy and damage. Not if you want the game to stay balance.
And I thought the game was about tactics, not dice?
This surprisingly isn't even a factor. The game, so long as it uses dice, will be about dice. Random chance will always be a factor so long as you use dice. So the game will always at least be in part about dice, but you really can't control the dice, so you don't really worry about them. As with any game of chance, the best you can do is put the odds in your favor, and that's what tactics and/or character building do.
The question is really about tactics versus character building. Magic the gathering for instance is more about deck building than it is about tactics. Most of your work in M:tG is done before you draw your first card. D&D right now is about character building over tactics. A well designed SAME system could put the emphasis back into tactics. You emphasize tactics when everyone starts relatively even, and controlling character creation min/maxing is the best way to start wtih equality.