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M&M: Every stat is a dump stat?
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<blockquote data-quote="Wolfwood2" data-source="post: 3907390" data-attributes="member: 39394"><p>Okay, let's look at this one by one. All stats cost 2 points for every +1 from them.</p><p></p><p>Strength - Your strength affects several things. Damage, strength-based skills, grappling, carrying capacity, and trip checks. (Grappling is a killer in M&M.) If all you care about is damage, then it is mechanically efficient to buy the Strike power and not buy any strength. If all your attacks are via a ranged power, you might not care about strength much.</p><p></p><p>If you want to be a muscle-bound character good at doing damage with punching, grappling, and feats of strength... you'll want some strength.</p><p></p><p>Dexterity - Dexterity affects Reflex saves and dex-based skills. There are a lot of dex-based skills. Saves are one-for-one and skill points are bought at 4/1, so if there are at least 4 dex-based skills you think you're going to use semi-regularly, you might as well buy dexterity.</p><p></p><p>Consitution - Consitution adds to to saves, Fortitude and Toughness. Generally speaking, it will cost at least 1 point per 1 to increase your toughness save. Constitution is generally a good buy.</p><p></p><p>Intelligence - Er.... Applies to skills and a few feats. If you want to be a super-genius inventor/tactician, then you should buy up your intelligence and take the proper feats. if not, leave it at a 10. (Like most comic heroes. You're either a genius or average joe.)</p><p></p><p>Wisdom - Applies to some very useful skills (perception, concentration) and your Will save. Not a must-have, but can be useful.</p><p></p><p>Charisma - If you care about charisma based skills and want to use the feats that work off of charisma, it's a good buy. If not, leave it at 10.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3907390, member: 39394"] Okay, let's look at this one by one. All stats cost 2 points for every +1 from them. Strength - Your strength affects several things. Damage, strength-based skills, grappling, carrying capacity, and trip checks. (Grappling is a killer in M&M.) If all you care about is damage, then it is mechanically efficient to buy the Strike power and not buy any strength. If all your attacks are via a ranged power, you might not care about strength much. If you want to be a muscle-bound character good at doing damage with punching, grappling, and feats of strength... you'll want some strength. Dexterity - Dexterity affects Reflex saves and dex-based skills. There are a lot of dex-based skills. Saves are one-for-one and skill points are bought at 4/1, so if there are at least 4 dex-based skills you think you're going to use semi-regularly, you might as well buy dexterity. Consitution - Consitution adds to to saves, Fortitude and Toughness. Generally speaking, it will cost at least 1 point per 1 to increase your toughness save. Constitution is generally a good buy. Intelligence - Er.... Applies to skills and a few feats. If you want to be a super-genius inventor/tactician, then you should buy up your intelligence and take the proper feats. if not, leave it at a 10. (Like most comic heroes. You're either a genius or average joe.) Wisdom - Applies to some very useful skills (perception, concentration) and your Will save. Not a must-have, but can be useful. Charisma - If you care about charisma based skills and want to use the feats that work off of charisma, it's a good buy. If not, leave it at 10. [/QUOTE]
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