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How important to you is maxing your primary stat?
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<blockquote data-quote="AmerginLiath" data-source="post: 7418605" data-attributes="member: 777"><p>This issue with this debate is that it’s not really about abilities vs. feats, any more that single-class vs. multiclass is really about that. The real question here is specialization vs. generalization, choosing to focus a character on one thing the best or enabling them to do multiple things (some synergistically, some not) well enough.</p><p></p><p>In terms of abilities and feats, the issue — and the reason that the argument is so circular — is that usually ASIs are general bonuses and feats are specific bonuses, but the case can switch in some instances (consider feats like Lucky or Resiliant). Nevertheless, just as there’s no “right” way to opt for single-class vs. multi-class in general circumstances (focus on a small suite of abilities vs. having a wider-if-shallower array of magisteria both have strong use cases), the same applies to individual party-members’ choices on use of ASIs for the same generalist/specialist decision points.</p><p></p><p>(For the record, I’m more of a generalist by nature since I like being a Jack of All Trades, but I recognize the strength of having specialists in the party — the best party has both, just as the best toolbox has both the exact tools for specific jobs AND those weird multi-sockets sets that don’t exactly fit anything but work for just about everything if the proper tool isn’t there)</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 7418605, member: 777"] This issue with this debate is that it’s not really about abilities vs. feats, any more that single-class vs. multiclass is really about that. The real question here is specialization vs. generalization, choosing to focus a character on one thing the best or enabling them to do multiple things (some synergistically, some not) well enough. In terms of abilities and feats, the issue — and the reason that the argument is so circular — is that usually ASIs are general bonuses and feats are specific bonuses, but the case can switch in some instances (consider feats like Lucky or Resiliant). Nevertheless, just as there’s no “right” way to opt for single-class vs. multi-class in general circumstances (focus on a small suite of abilities vs. having a wider-if-shallower array of magisteria both have strong use cases), the same applies to individual party-members’ choices on use of ASIs for the same generalist/specialist decision points. (For the record, I’m more of a generalist by nature since I like being a Jack of All Trades, but I recognize the strength of having specialists in the party — the best party has both, just as the best toolbox has both the exact tools for specific jobs AND those weird multi-sockets sets that don’t exactly fit anything but work for just about everything if the proper tool isn’t there) [/QUOTE]
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