Mutiple Attribute Dependency
Posted 16th July 2008 at 09:37 AM by Graf
When a character class, or a specific build, needs to have high stats in several attributes before they become as viable as a character in other classes.
This term first cropped up around the 3.0 psionic system. Each of the six psionic disciplines was linked to a different attribute.
Imagine a situation where a wizard uses all their attributes as their "primary casting attribute" based upon the sort of power it is.
So "movement powers" (teleportation) were based on dexterity, "creative powers" (summoning astral constructs) were based in intelligence, "sensing powers" on wisdom.
It was an innovative idea that really just didn't work in practice.
Most psions were pretty sucky. Specialization in one attribute generally didn't work. Except for a handful of builds which were so awesometacular that it boardered upon mindboggling.
An example that's probably more understandable to the average gamer would be the 3.x monk.
You'd need strength the help with your sub-par damage.
You'd need dex to help with your sub-par AC.
You'd need con to help with your sub-par hit points.
You don't really need Int.
You need Wis to help with your sub-par AC (monk class feature).
You don't need Cha.
The key point is "sub-par". The monk naturally does less damage, hits less often, has lower hitpoints and worse armor than basically any other melee class.
You -do- get a bunch of interesting powers, like movement, some resistances, and so forth. But those powers are tricky to leverage to cover up your deficiencies.
So a monk is generally sub-par in every area, and it takes a significant character built up (or extra attribute points) to get yourself into the same league even as a rogue (not really a combat standout).
The opposite of a character class with MAD would be the 3.x wizard.
You need Int.
That's it.
Other attributes are nice, but you can play a viable wizard with nothing else.
And, since all you need to buy is an 18 Int to rock sox you have another 16 points (in a 32 point game).
Plenty of space to plump up your defenses.
This term first cropped up around the 3.0 psionic system. Each of the six psionic disciplines was linked to a different attribute.
Imagine a situation where a wizard uses all their attributes as their "primary casting attribute" based upon the sort of power it is.
So "movement powers" (teleportation) were based on dexterity, "creative powers" (summoning astral constructs) were based in intelligence, "sensing powers" on wisdom.
It was an innovative idea that really just didn't work in practice.
Most psions were pretty sucky. Specialization in one attribute generally didn't work. Except for a handful of builds which were so awesometacular that it boardered upon mindboggling.
The Psionic Insect Ogre
An example that's probably more understandable to the average gamer would be the 3.x monk.
You'd need strength the help with your sub-par damage.
You'd need dex to help with your sub-par AC.
You'd need con to help with your sub-par hit points.
You don't really need Int.
You need Wis to help with your sub-par AC (monk class feature).
You don't need Cha.
The key point is "sub-par". The monk naturally does less damage, hits less often, has lower hitpoints and worse armor than basically any other melee class.
You -do- get a bunch of interesting powers, like movement, some resistances, and so forth. But those powers are tricky to leverage to cover up your deficiencies.
Movement for example
So a monk is generally sub-par in every area, and it takes a significant character built up (or extra attribute points) to get yourself into the same league even as a rogue (not really a combat standout).
Exceptions of course exist...
The opposite of a character class with MAD would be the 3.x wizard.
You need Int.
That's it.
Other attributes are nice, but you can play a viable wizard with nothing else.
And, since all you need to buy is an 18 Int to rock sox you have another 16 points (in a 32 point game).
Plenty of space to plump up your defenses.
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