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General Tabletop Discussion
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Is the stat system biased against front-liners?
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<blockquote data-quote="RCanine" data-source="post: 6832983" data-attributes="member: 85040"><p>This is an awesome analysis and I agree 100%. Another great solution to this problem is how stats work in Pillars of Eternity: it replaces physical stats with more abstract ones that would be useful to any class, e.g. "Might" is how all classes increase damage, "Intellect" increase AoE abilities and condition durations (which all classes have).</p><p></p><p>There's a second thing, however, beyond simply stats: it's utility. SAD casters often have primary stats that increase useful skills, and utility spells that cover their physical weakness to some extent. So that they cover the three pillars of the game better:</p><p></p><p><strong>Caster</strong></p><p>Combat: I have spells that do damage from a distance where I'm safe</p><p>Exploration: I'm good with skills that help me understand my environment, and I have utility spells to avoid some hard physical work.</p><p>Interaction: My primary combat stat also makes me good at talking and/or listening.</p><p></p><p>... plus I have free stat budget dabbling in several useful skills.</p><p></p><p><strong>Melee</strong></p><p>Combat: I walk up to the biggest thing and stab it, then it stabs me</p><p>Exploration: I'm good at getting close to things. If they're alive, I stab them.</p><p>Interaction: I just get bored and start stabbing things.</p><p></p><p>..I generally need three or four stats to stay effective in combat.</p></blockquote><p></p>
[QUOTE="RCanine, post: 6832983, member: 85040"] This is an awesome analysis and I agree 100%. Another great solution to this problem is how stats work in Pillars of Eternity: it replaces physical stats with more abstract ones that would be useful to any class, e.g. "Might" is how all classes increase damage, "Intellect" increase AoE abilities and condition durations (which all classes have). There's a second thing, however, beyond simply stats: it's utility. SAD casters often have primary stats that increase useful skills, and utility spells that cover their physical weakness to some extent. So that they cover the three pillars of the game better: [B]Caster[/B] Combat: I have spells that do damage from a distance where I'm safe Exploration: I'm good with skills that help me understand my environment, and I have utility spells to avoid some hard physical work. Interaction: My primary combat stat also makes me good at talking and/or listening. ... plus I have free stat budget dabbling in several useful skills. [B]Melee[/B] Combat: I walk up to the biggest thing and stab it, then it stabs me Exploration: I'm good at getting close to things. If they're alive, I stab them. Interaction: I just get bored and start stabbing things. ..I generally need three or four stats to stay effective in combat. [/QUOTE]
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Is the stat system biased against front-liners?
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