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<blockquote data-quote="Einlanzer0" data-source="post: 6872940" data-attributes="member: 6788934"><p>A few things to keep in mind here -</p><p></p><p>I did rescind on halving the modifier. I agree the full Dex modifier should apply to the crit range. Separating Agility from Dexterity was one of the main reasons I did this, as I do conceptually believe they should be separate. Yeah, it'll be a bit tougher to have maximum damage, maximum to-hit/crit rate, and maximum AC, but that's kind of the point. By foregoing some of those options, you can also have a large supply of Tactics points to control advantage, or be able inspire your comrades to greater heights. The resulting characters are more diverse and more engaging. </p><p></p><p>Thaumaturgy being a dump stat for non-spellcasters is intentional, though it's probable I'll add some some minor mechanical benefit for those who want it and/or plan to multiclass. Str builds in these rules work just like in RAW and are equivalent to Tha builds. Dex builds are a little different now, but I don't think they're weaker. I think a high Dex, low Str build will function mostly as it does in RAW (actually, it'll probably be more powerful with certain classes) , whereas a high Str + high Dex build will have superior damage output to anything in RAW, with the drawback being that you will sacrifice a lot of utility and/or defense to get that. Ditto for Dex/Tha builds.</p><p></p><p>So, I guess you can look at it like this:</p><p></p><p>Str is equal to Tha and both are primary stats. Thamaturgy users are very unlikely to want or need Str unless they're hybrids, just as nonspellcasters don't have much use for Tha.</p><p>Dex is both a primary and a supporting stat. It's a primary stat in a light fighter/archer build, and a supporting stat otherwise. As a primary stat, it can be supported by Str.</p><p>All other stats are supporting stats that provide benefits that are competitive with one another regardless of class or build, much like Constitution is in the core rules.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6872940, member: 6788934"] A few things to keep in mind here - I did rescind on halving the modifier. I agree the full Dex modifier should apply to the crit range. Separating Agility from Dexterity was one of the main reasons I did this, as I do conceptually believe they should be separate. Yeah, it'll be a bit tougher to have maximum damage, maximum to-hit/crit rate, and maximum AC, but that's kind of the point. By foregoing some of those options, you can also have a large supply of Tactics points to control advantage, or be able inspire your comrades to greater heights. The resulting characters are more diverse and more engaging. Thaumaturgy being a dump stat for non-spellcasters is intentional, though it's probable I'll add some some minor mechanical benefit for those who want it and/or plan to multiclass. Str builds in these rules work just like in RAW and are equivalent to Tha builds. Dex builds are a little different now, but I don't think they're weaker. I think a high Dex, low Str build will function mostly as it does in RAW (actually, it'll probably be more powerful with certain classes) , whereas a high Str + high Dex build will have superior damage output to anything in RAW, with the drawback being that you will sacrifice a lot of utility and/or defense to get that. Ditto for Dex/Tha builds. So, I guess you can look at it like this: Str is equal to Tha and both are primary stats. Thamaturgy users are very unlikely to want or need Str unless they're hybrids, just as nonspellcasters don't have much use for Tha. Dex is both a primary and a supporting stat. It's a primary stat in a light fighter/archer build, and a supporting stat otherwise. As a primary stat, it can be supported by Str. All other stats are supporting stats that provide benefits that are competitive with one another regardless of class or build, much like Constitution is in the core rules. [/QUOTE]
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