Mistwell
Crusty Old Meatwad
Dex is a weaker save than people usually claim. It's often lumped in as "one of the three strong saves" with Wis and Con. But that's not really the case. The Wis saves that you fail tend to be the worst possible things that can happen (you get controlled to make other PCs die). The Con saves you fail tend to be the second tier of worst possible things that can happen (you die - but at least you don't take your party down with you). The Dex saves you fail tend to be...just more hit point damage (you might go down, you might not, but you can be healed). And in a game where healing is so plentiful, it's just not as much an issue as Wis and Con saves you fail.
Same with initiative. Sure for some classes you really want to go first, like a control wizard. But for a lot of classes, sometimes going after the foes is actually a benefit. And there is no Delay action anymore in 5e. Using a Ready Action gets you less than taking your turn when it comes up. So if you wanted to go later in the round you really can't fully without a lower initiative anyway. So, high initiative is in some respects situational.
So now we're really down to attack and damage bonus - which is the same as Strength. And then a couple of good skills like Stealth - which again like Strength with Athletics. I really don't think Dex is the UBER stat so many people claim it is.
Same with Charisma. If I am given a choice between a higher Charisma or a higher Wisdom (for example) I will take Wisdom every time for the saves and perception check (which is an UBER skill) and Insight (which I found as useful as persuasion - because what the NPCs say is usually more important than what the PCs say to them).
Which really leaves it to a caster stat - which is fine, but it's not as desirable as Wisdom for a caster state. I'd say the rankings for the caster stat goes Wisdom first, then Charisma, then Intelligence.
Same with initiative. Sure for some classes you really want to go first, like a control wizard. But for a lot of classes, sometimes going after the foes is actually a benefit. And there is no Delay action anymore in 5e. Using a Ready Action gets you less than taking your turn when it comes up. So if you wanted to go later in the round you really can't fully without a lower initiative anyway. So, high initiative is in some respects situational.
So now we're really down to attack and damage bonus - which is the same as Strength. And then a couple of good skills like Stealth - which again like Strength with Athletics. I really don't think Dex is the UBER stat so many people claim it is.
Same with Charisma. If I am given a choice between a higher Charisma or a higher Wisdom (for example) I will take Wisdom every time for the saves and perception check (which is an UBER skill) and Insight (which I found as useful as persuasion - because what the NPCs say is usually more important than what the PCs say to them).
Which really leaves it to a caster stat - which is fine, but it's not as desirable as Wisdom for a caster state. I'd say the rankings for the caster stat goes Wisdom first, then Charisma, then Intelligence.