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General Tabletop Discussion
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Ability Dependency/Importance
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<blockquote data-quote="mkill" data-source="post: 5829229" data-attributes="member: 55985"><p>I voted "all six should matter", but I meant it in a bit different way.</p><p></p><p>Each class should have one ability score for the two most important vectors - attack and damage (save DC for spellcasters is an attack mechanic under a different label).</p><p></p><p>Depending on the class, you can switch out the standard attack stat for a different one. For example, Paladins have the option to use Charisma for all their melee attack and spellcasting (and it doesn't cost them a feat).</p><p></p><p>Every other score is not dead important - if you have a low score, you can somehow work around that. However, there are ways to make a good score count, for each class and each ability score. Ideally, this means optional class features that key off different ability scores.</p><p></p><p>For example, if you are a Sorcerer:</p><p></p><p>* High Strength gives your spells extra oomph to throw enemies around the room</p><p>* High Dexterity gives your spells extra reach and precision</p><p>* High Constitution gives you extra physical reserves, which allows you to turn a spell all the way up to eleven</p><p>* High Intelligence helps your logical arcane understanding, and allows you to remember more spells</p><p>* High Wisdom is a sign of intuitive understanding, which makes you better at metamagic, i.e. changing the spells you know on the fly</p><p>* Charisma is your bread and butter stat that your spellcasting DC and damage key off</p><p></p><p>Except for Charisma, a Sorcerer doesn't need all of the ability scores to function. But depending on which of your other ability scores are high, you can gain advantages that other Sorcerers don't have.</p></blockquote><p></p>
[QUOTE="mkill, post: 5829229, member: 55985"] I voted "all six should matter", but I meant it in a bit different way. Each class should have one ability score for the two most important vectors - attack and damage (save DC for spellcasters is an attack mechanic under a different label). Depending on the class, you can switch out the standard attack stat for a different one. For example, Paladins have the option to use Charisma for all their melee attack and spellcasting (and it doesn't cost them a feat). Every other score is not dead important - if you have a low score, you can somehow work around that. However, there are ways to make a good score count, for each class and each ability score. Ideally, this means optional class features that key off different ability scores. For example, if you are a Sorcerer: * High Strength gives your spells extra oomph to throw enemies around the room * High Dexterity gives your spells extra reach and precision * High Constitution gives you extra physical reserves, which allows you to turn a spell all the way up to eleven * High Intelligence helps your logical arcane understanding, and allows you to remember more spells * High Wisdom is a sign of intuitive understanding, which makes you better at metamagic, i.e. changing the spells you know on the fly * Charisma is your bread and butter stat that your spellcasting DC and damage key off Except for Charisma, a Sorcerer doesn't need all of the ability scores to function. But depending on which of your other ability scores are high, you can gain advantages that other Sorcerers don't have. [/QUOTE]
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