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<blockquote data-quote="ObsidianCrane" data-source="post: 4271199" data-attributes="member: 54918"><p>Your ass is kind of mule like me thinks. I mean how dare they have any restrictions them crass people... oh wait the rules are full of them. I mean that is the point to rules.</p><p></p><p>Or do you seriously expect me to believe that you think "no restrictions" means there should be no prerequisite column for Feats at all, and continuing on to the logical extreme that Powers should not be tied to a stat or a class?</p><p></p><p>I mean that would really be "no restrictions" none of that pesky "Melee Weapon" requirement in a power, no specified stat - you just pick the one you want to use and away you go. Oh and you might as well have all the Skills as Trained - I mean we wouldn't want to restrict your choice of trained skills.</p><p></p><p>Oh wait I'm being daft now.</p><p></p><p>The prerequisite on the power damage boosting feats are not the problem people are trying to paint them as, there are advantages to taking a little here and there from a range of stats. 14 Dex is +2 Initiative for example, 14 Cha means you don't need Wis for Will saves, or for Clerics that some of the powers work a little better.</p><p></p><p>You will find over time that having 1 really strong stat followed by a selection of 13-14 stats is actually beneficial. Aim most powers off the stronger stat and then get the benefits of having those +2s around.</p><p></p><p>Consider this array;</p><p>16 14 13 13 10 10</p><p></p><p>Put the 16 in your key attribute, the 14 in your secondary and the 13's in your tertiary attributes, and the 10's in your "dump stats"</p><p></p><p>Humans get 18 in their key attribute, which is great for any class that can use Astral Fire.</p><p>Dragonborn 18 in Str or Cha (Great for Paladins with Astral Fire)</p><p>Dwarves 18 in Con or Wis (Great for Clerics with Astral Fire)</p><p>Eladrin 18 in Dex or Int (Great for Wizards with Astral Fire)</p><p>Elves 18 in Dex or Wis (Great for Clerics with Astral Fire)</p><p>Half-Elves 18 in Con or Cha (great for Warlocks with Astral Fire...)</p><p>Halflings 18 in Dex or Cha (Great for Paladins with Astral Fire...)</p><p></p><p>Oh wait it was painfully simple to get 2 13 stats... so much for it being an issue.</p><p></p><p>With 4 stats of 13+ its pretty easy to make sure Con, Wis, Int and Dex all end at 13 by 4th level - giving easy access to all the feats like Astral Fire.</p><p></p><p>Its an <em>option</em> you have, you don't have to min max your stats, you are not an uber character of doom in a solo cRPG, you are part of a group - the other players should have your back.</p></blockquote><p></p>
[QUOTE="ObsidianCrane, post: 4271199, member: 54918"] Your ass is kind of mule like me thinks. I mean how dare they have any restrictions them crass people... oh wait the rules are full of them. I mean that is the point to rules. Or do you seriously expect me to believe that you think "no restrictions" means there should be no prerequisite column for Feats at all, and continuing on to the logical extreme that Powers should not be tied to a stat or a class? I mean that would really be "no restrictions" none of that pesky "Melee Weapon" requirement in a power, no specified stat - you just pick the one you want to use and away you go. Oh and you might as well have all the Skills as Trained - I mean we wouldn't want to restrict your choice of trained skills. Oh wait I'm being daft now. The prerequisite on the power damage boosting feats are not the problem people are trying to paint them as, there are advantages to taking a little here and there from a range of stats. 14 Dex is +2 Initiative for example, 14 Cha means you don't need Wis for Will saves, or for Clerics that some of the powers work a little better. You will find over time that having 1 really strong stat followed by a selection of 13-14 stats is actually beneficial. Aim most powers off the stronger stat and then get the benefits of having those +2s around. Consider this array; 16 14 13 13 10 10 Put the 16 in your key attribute, the 14 in your secondary and the 13's in your tertiary attributes, and the 10's in your "dump stats" Humans get 18 in their key attribute, which is great for any class that can use Astral Fire. Dragonborn 18 in Str or Cha (Great for Paladins with Astral Fire) Dwarves 18 in Con or Wis (Great for Clerics with Astral Fire) Eladrin 18 in Dex or Int (Great for Wizards with Astral Fire) Elves 18 in Dex or Wis (Great for Clerics with Astral Fire) Half-Elves 18 in Con or Cha (great for Warlocks with Astral Fire...) Halflings 18 in Dex or Cha (Great for Paladins with Astral Fire...) Oh wait it was painfully simple to get 2 13 stats... so much for it being an issue. With 4 stats of 13+ its pretty easy to make sure Con, Wis, Int and Dex all end at 13 by 4th level - giving easy access to all the feats like Astral Fire. Its an [i]option[/i] you have, you don't have to min max your stats, you are not an uber character of doom in a solo cRPG, you are part of a group - the other players should have your back. [/QUOTE]
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