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My Big 4e Hurdle: Well-Rounded vs Lopsided
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<blockquote data-quote="DarkKestral" data-source="post: 4150386" data-attributes="member: 40100"><p>My biggest concern is that tri-stat dumpstatting is still highly uneven. Some classes appear to be basically designed to focus on one stat almost to the exclusion of all else (Fighters and Wizards) while other classes look like they'll need equal infusions from 2-3 different stats to do well (Warlocks and Clerics) and then there are the ones which have primary stats which seem to compete (Clerics and Fighters) while others have primary stats which seem perfectly designed to avoid actual competition (Wizards and Warlocks) so the real problem of 3.5 looks to remain. MAD would not have been an issue in 3.5 if all classes had received equal benefit from 4 different stats while 2 had remained dumpstats. However, it was because some needed just one stat, others needed 2, several 3, and some badly designed ones 4, 5, or even 6. So the classes with 4 or more necessary stats suffered badly while others went directly to 18 or 20 for one or two stats and reaped the benefits. Unless I'm very much mistaken, Wizards will have significantly less reason to go beyond 10 in any stat except Int in this edition than even 3.5, so they'll be even easier to min-max, stat-wise, this time 'round: 18 (or more, where racial limits allow) in Int, remaining points in Con to max, then Wis or Cha depending on intended feat or ability choices. Likewise, I'm seeing fighter as 18 Str, cap Dex, remainder in Wis with a touch of Con to counter balance.</p><p></p><p>That's why I wanted all of the stats to have inherent benefits for ALL classes that they can't ignore; it means that all players have to make meaningful choices. Choices without meaning aren't choices at all. A wizard should have to consider whether or not he can afford taking that 18 in Int and thus 2 additional points on his spell attack rolls over 2 additional 2 chances to whip out something that saves the party from a TPK by burning an action point, or being able to carry more gear and more options in a fight or even a few more AC or HP to keep him from having to worry about that TPK. As it is, some classes may be helped a little bit, but I'm still not seeing an overall even design as far as MAD goes. Which is a shame.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4150386, member: 40100"] My biggest concern is that tri-stat dumpstatting is still highly uneven. Some classes appear to be basically designed to focus on one stat almost to the exclusion of all else (Fighters and Wizards) while other classes look like they'll need equal infusions from 2-3 different stats to do well (Warlocks and Clerics) and then there are the ones which have primary stats which seem to compete (Clerics and Fighters) while others have primary stats which seem perfectly designed to avoid actual competition (Wizards and Warlocks) so the real problem of 3.5 looks to remain. MAD would not have been an issue in 3.5 if all classes had received equal benefit from 4 different stats while 2 had remained dumpstats. However, it was because some needed just one stat, others needed 2, several 3, and some badly designed ones 4, 5, or even 6. So the classes with 4 or more necessary stats suffered badly while others went directly to 18 or 20 for one or two stats and reaped the benefits. Unless I'm very much mistaken, Wizards will have significantly less reason to go beyond 10 in any stat except Int in this edition than even 3.5, so they'll be even easier to min-max, stat-wise, this time 'round: 18 (or more, where racial limits allow) in Int, remaining points in Con to max, then Wis or Cha depending on intended feat or ability choices. Likewise, I'm seeing fighter as 18 Str, cap Dex, remainder in Wis with a touch of Con to counter balance. That's why I wanted all of the stats to have inherent benefits for ALL classes that they can't ignore; it means that all players have to make meaningful choices. Choices without meaning aren't choices at all. A wizard should have to consider whether or not he can afford taking that 18 in Int and thus 2 additional points on his spell attack rolls over 2 additional 2 chances to whip out something that saves the party from a TPK by burning an action point, or being able to carry more gear and more options in a fight or even a few more AC or HP to keep him from having to worry about that TPK. As it is, some classes may be helped a little bit, but I'm still not seeing an overall even design as far as MAD goes. Which is a shame. [/QUOTE]
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