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<blockquote data-quote="Ruin Explorer" data-source="post: 8033001" data-attributes="member: 18"><p>I think this is a totally reasonable approach but I guess for me it raises the question, does limiting what stats a player can put into by class actually add anything? I can't see any obvious scenario where it does. Players are going to want to put their stat in the stats that makes sense, and in 99% of cases (literally), that's going to be the stats you associate with the class, so all this would really do, that I can see, is create work for you as you have to go through all the classes and determine which stats make sense for which classes, and in the 1% of other cases, you'll just be causing a problem which you'll then either need to make an exception to, or not.</p><p></p><p>Whereas simply letting the player distribute the 3 points is going to result in the same outcome literally 99% of the time, require zero input/effort from you, and as a bonus, solves the 1% case.</p><p></p><p>Sorry, I just constantly run a cost/benefit analysis in my mind on new rules I think of or that other people suggest, and with this one, I see the logic inherent to moving abilities to classes, but I don't see any actual benefit accrued by it. Maybe I'm missing something. We're already assuming players know the right stats for a class, and presumably that wouldn't change.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8033001, member: 18"] I think this is a totally reasonable approach but I guess for me it raises the question, does limiting what stats a player can put into by class actually add anything? I can't see any obvious scenario where it does. Players are going to want to put their stat in the stats that makes sense, and in 99% of cases (literally), that's going to be the stats you associate with the class, so all this would really do, that I can see, is create work for you as you have to go through all the classes and determine which stats make sense for which classes, and in the 1% of other cases, you'll just be causing a problem which you'll then either need to make an exception to, or not. Whereas simply letting the player distribute the 3 points is going to result in the same outcome literally 99% of the time, require zero input/effort from you, and as a bonus, solves the 1% case. Sorry, I just constantly run a cost/benefit analysis in my mind on new rules I think of or that other people suggest, and with this one, I see the logic inherent to moving abilities to classes, but I don't see any actual benefit accrued by it. Maybe I'm missing something. We're already assuming players know the right stats for a class, and presumably that wouldn't change. [/QUOTE]
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