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<blockquote data-quote="Argyle King" data-source="post: 8378078" data-attributes="member: 58416"><p>Do you think perhaps this might highlight a problem in D&D with some stats being more or less useful?</p><p></p><p>Obviously, something directly related to your primary role in the party will be desirable. However, I think a better game would be one in which the penalty for trying to dabble a bit in a different area (pillar of play or just having a less 1-dimensional character) isn't seen as so crippling and unoptimized that building a character seems more organic than working toward a MMO build.</p><p></p><p>I said something related to this earlier in the thread, but perhaps races could be viewed through the lens of play pillars as well as through the lens of what is good for particular classes and combat roles.</p><p></p><p>A strong race (or one with a damage-dealing ability) might be better for classes looking to focus on damage or for a player who wants to put more resources toward doing damage; but a different race with abilities geared toward exploration, social, or something else could give someone playing the same class a tradeoff: less direct damage and specialization in exchange for breadth of options and having an ability to pick up the slack in other areas when necessary. I think there's a way to do that and make both options attractive to a player looking to make a choice.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8378078, member: 58416"] Do you think perhaps this might highlight a problem in D&D with some stats being more or less useful? Obviously, something directly related to your primary role in the party will be desirable. However, I think a better game would be one in which the penalty for trying to dabble a bit in a different area (pillar of play or just having a less 1-dimensional character) isn't seen as so crippling and unoptimized that building a character seems more organic than working toward a MMO build. I said something related to this earlier in the thread, but perhaps races could be viewed through the lens of play pillars as well as through the lens of what is good for particular classes and combat roles. A strong race (or one with a damage-dealing ability) might be better for classes looking to focus on damage or for a player who wants to put more resources toward doing damage; but a different race with abilities geared toward exploration, social, or something else could give someone playing the same class a tradeoff: less direct damage and specialization in exchange for breadth of options and having an ability to pick up the slack in other areas when necessary. I think there's a way to do that and make both options attractive to a player looking to make a choice. [/QUOTE]
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