Impact of "fixing" the MAD classes?

A very interesting solution. Presumably you applied that to damage as well? Presumably ability scores were then only really significant for skills, for secondary effects from powers and that sort of thing?

No, I kept it for damage - it still supports you having a good Dex as a rogue, say, but choosing Str over it is definitely viable for a brutal scoundrel and it's far less painful to drop a point of damage if there is something else you'd like to invest in for whatever reason.

If you took it off damage as well, you'd probably need to rejigger bonuses all going to secondary stats so that they weren't more important than the primary.
 

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No, I kept it for damage - it still supports you having a good Dex as a rogue, say, but choosing Str over it is definitely viable for a brutal scoundrel and it's far less painful to drop a point of damage if there is something else you'd like to invest in for whatever reason.

If you took it off damage as well, you'd probably need to rejigger bonuses all going to secondary stats so that they weren't more important than the primary.
Yes exactly the thing I am going to try... and my wife somehow, built a brutal scoundrel based on the fluff with higher strength ... without realizing Dex was still way dominant so this will be useful and my son built a human character and bumped a lower attribute smoothing out a flaw so to speak instead of one specifically useful to the class he was taking. (my players are already not optimizing their designs... so it seems reasonable to hedge things a bit in their favor.)
 

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