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<blockquote data-quote="Einlanzer0" data-source="post: 6873447" data-attributes="member: 6788934"><p>You still aren't understanding, although it's probable I didn't articulate it well.</p><p></p><p>Weapon users still don't need more than one stat. Weapon users with only Str are exactly as effective as spellcasters with only Tha, and weapon users with dex using a light weapon should be as well, although how they get there is different and the crit rules need to be playtested to ensure balance.</p><p></p><p>The difference is that both weapon users and spellcasters can supplement their damage using Dex (or, for light weapon users, Str) to push their damage higher than in the core rules. But by doing this their defenses are likely to be worse, since AC is now tied to Agility. The overarching difference now is that characters can choose what appeals to them more out of all 7 of their secondary stats - extra damage (from Str/Dex), better AC/Initiative(Agi), better HP (Con), Tactics(Int), better perception/sanity (Wis), or better Inspiration and faction growth (Cha).</p><p></p><p>Also, crit chance is not additive. Having advantage doesn't make what's normally a 25% crit chance become a 50% crit chance. It's actually a 42% chance. And getting 25% requires having a 20 Dex, which is a significant investment considering everything that was stripped away from it for these rules. You no longer get any defensive or utilitarian benefits. It may still be too powerful, especially for abilities that use large numbers of dice (note that this does not apply to the Champion), but I like the concept enough that I want to invest some good time playtesting it. One possible fix is to go back to requiring a confirmation attack roll. </p><p></p><p>I don't plan on changing the MC requirements except adding a minimum TH score for some classes.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6873447, member: 6788934"] You still aren't understanding, although it's probable I didn't articulate it well. Weapon users still don't need more than one stat. Weapon users with only Str are exactly as effective as spellcasters with only Tha, and weapon users with dex using a light weapon should be as well, although how they get there is different and the crit rules need to be playtested to ensure balance. The difference is that both weapon users and spellcasters can supplement their damage using Dex (or, for light weapon users, Str) to push their damage higher than in the core rules. But by doing this their defenses are likely to be worse, since AC is now tied to Agility. The overarching difference now is that characters can choose what appeals to them more out of all 7 of their secondary stats - extra damage (from Str/Dex), better AC/Initiative(Agi), better HP (Con), Tactics(Int), better perception/sanity (Wis), or better Inspiration and faction growth (Cha). Also, crit chance is not additive. Having advantage doesn't make what's normally a 25% crit chance become a 50% crit chance. It's actually a 42% chance. And getting 25% requires having a 20 Dex, which is a significant investment considering everything that was stripped away from it for these rules. You no longer get any defensive or utilitarian benefits. It may still be too powerful, especially for abilities that use large numbers of dice (note that this does not apply to the Champion), but I like the concept enough that I want to invest some good time playtesting it. One possible fix is to go back to requiring a confirmation attack roll. I don't plan on changing the MC requirements except adding a minimum TH score for some classes. [/QUOTE]
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