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<blockquote data-quote="Merlin the Tuna" data-source="post: 4704768" data-attributes="member: 55638"><p>Eh, I don't know that a solution for anything -- you'd just end up with Fighters who have ridiculously awesome Strength (as now) and Fighters who have absolutely miserable Strength -- the middle ground is still no-man's land. It's kind of the same situation that 3E Fighters had with Intelligence -- if it wasn't unusually high, it might as well be 3, because it really just stops mattering.</p><p></p><p>Regarding rolling everything into a single stat... I don't know that's a solution either. I was looking through the 3.5 PHB and Tome of Battle last weekend looking for inspiration for 4E abilities to steal/adapt, and noticed a <em>ton</em> of repeats. One that stands out in my mind is that in Tome of Battle, at the same level, there are powers that allow you to temporarily set your AC equal to a.) an attack roll, b.) a Sense Motive check, or c.) a Concentration check. And, having run into all of them in-game, it was a good reminder how, even if all of them amount to "AC=d20+8," they feel very different to use. Same deal for a Rogue using Sneak Attack with a short sword for 2d6+3 damage versus a Fighter using a Greatsword for 2d6+3 damage. It's the same effect, but arriving via a different (if nearly identical) path makes it feel unique.</p><p></p><p>That said, I'm at something of a loss as to how to reduce the reliance on a single stat without tearing the system to pieces. I'd probably start by attacking the modifier progression itself. Hard caps on stats (ie Halflings can possess no more than 20 Strength, <em>ever,</em> Dragonborn can have no more than 22, etc.) would be one way, by making classes simply max their primary and then focus on branching out. Changing the way scaling (14 = +2, 17 = +3, 20 = +4, 24 = +5, etc.) would be another, since ultimately the cost will end up outweighing the gain. I expect that this would result in characters pretty similar to using hard-caps while annoying a completely different subset of gamers. At any rate, either would require some heavy maths as you extrapolate them up towards level 30. You'd probably still need to do quite a bit of tinkering with class powers anyway.</p></blockquote><p></p>
[QUOTE="Merlin the Tuna, post: 4704768, member: 55638"] Eh, I don't know that a solution for anything -- you'd just end up with Fighters who have ridiculously awesome Strength (as now) and Fighters who have absolutely miserable Strength -- the middle ground is still no-man's land. It's kind of the same situation that 3E Fighters had with Intelligence -- if it wasn't unusually high, it might as well be 3, because it really just stops mattering. Regarding rolling everything into a single stat... I don't know that's a solution either. I was looking through the 3.5 PHB and Tome of Battle last weekend looking for inspiration for 4E abilities to steal/adapt, and noticed a [I]ton[/I] of repeats. One that stands out in my mind is that in Tome of Battle, at the same level, there are powers that allow you to temporarily set your AC equal to a.) an attack roll, b.) a Sense Motive check, or c.) a Concentration check. And, having run into all of them in-game, it was a good reminder how, even if all of them amount to "AC=d20+8," they feel very different to use. Same deal for a Rogue using Sneak Attack with a short sword for 2d6+3 damage versus a Fighter using a Greatsword for 2d6+3 damage. It's the same effect, but arriving via a different (if nearly identical) path makes it feel unique. That said, I'm at something of a loss as to how to reduce the reliance on a single stat without tearing the system to pieces. I'd probably start by attacking the modifier progression itself. Hard caps on stats (ie Halflings can possess no more than 20 Strength, [I]ever,[/I] Dragonborn can have no more than 22, etc.) would be one way, by making classes simply max their primary and then focus on branching out. Changing the way scaling (14 = +2, 17 = +3, 20 = +4, 24 = +5, etc.) would be another, since ultimately the cost will end up outweighing the gain. I expect that this would result in characters pretty similar to using hard-caps while annoying a completely different subset of gamers. At any rate, either would require some heavy maths as you extrapolate them up towards level 30. You'd probably still need to do quite a bit of tinkering with class powers anyway. [/QUOTE]
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