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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Class Design: One Primary Attack Stat
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<blockquote data-quote="evilbob" data-source="post: 4591436" data-attributes="member: 9789"><p>I agree with this sentiment completely - but because some classes are not that way, dual-stats get disadvantaged technically. In other words, dual-stat classes are only underpowered when compared to single-stat classes. If everyone was dual-stat, it'd be much more even, and more classes would have alternate flavors. In theory it's great: but in practice it just underpowers certain classes needlessly.</p><p></p><p>As for the OP, I think it's a much more complex problem to "fix" a dual-stat class than just switching one stat for another on your primary attacks; for one thing, having non-weapon attacks target AC puts them at a big disadvantage (Wis vs AC is bad, since AC is usually higher than Fort/Ref/Will or at least AC expects proficiency bonuses from weapons). On the other hand, if you tried to get around this by using a non-strength-based weapon attack, that doesn't make any sense for strength-based weapons. In other words, using Cha to swing a mace is a very awkward mechanic (especially since you'd have to switch back to Str for a basic melee attack).</p><p></p><p>What you end up with is only Str-based characters using weapons of any significance (Fighter, Warlord) while non-Str-based characters end up using "implements" to do damage in a non-melee way (laser Clerics). They wanted Clerics, Rangers, and Paladins to carry weapons (i.e. strength-based weapons), so they added options for those classes. But in the end, this made them much weaker.</p><p></p><p>So maybe the lesson at the end of the day is: hybrid classes still kinda suck?</p></blockquote><p></p>
[QUOTE="evilbob, post: 4591436, member: 9789"] I agree with this sentiment completely - but because some classes are not that way, dual-stats get disadvantaged technically. In other words, dual-stat classes are only underpowered when compared to single-stat classes. If everyone was dual-stat, it'd be much more even, and more classes would have alternate flavors. In theory it's great: but in practice it just underpowers certain classes needlessly. As for the OP, I think it's a much more complex problem to "fix" a dual-stat class than just switching one stat for another on your primary attacks; for one thing, having non-weapon attacks target AC puts them at a big disadvantage (Wis vs AC is bad, since AC is usually higher than Fort/Ref/Will or at least AC expects proficiency bonuses from weapons). On the other hand, if you tried to get around this by using a non-strength-based weapon attack, that doesn't make any sense for strength-based weapons. In other words, using Cha to swing a mace is a very awkward mechanic (especially since you'd have to switch back to Str for a basic melee attack). What you end up with is only Str-based characters using weapons of any significance (Fighter, Warlord) while non-Str-based characters end up using "implements" to do damage in a non-melee way (laser Clerics). They wanted Clerics, Rangers, and Paladins to carry weapons (i.e. strength-based weapons), so they added options for those classes. But in the end, this made them much weaker. So maybe the lesson at the end of the day is: hybrid classes still kinda suck? [/QUOTE]
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Community
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Class Design: One Primary Attack Stat
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