Here's my quick take on stats and how I would change them.
1) Remove mental strength from Might. There's already Resolve, Intelligence and Perception that cover all aspects of the psychic side better and more convincingly. 3 strictly physical and 3 mental stats is a good balance.
2) Give weapons and armor strength requirements to use. This makes strength useful for any class who wants to melee. Might score would reflect the characters ability in a descriptive way e.g. "he's too weak to wield a proper axe har har" or "she moves like a drunk snail in plate armor"
3) Increase damage modifier to +5% per point but only for those points that exceed a weapons strength requirement, E.g. Sword requires 12 Might to use, 12 Might = 15 dmg, 16 Might = 18 damage.
1) A major change outside stats but one that affects Constitution's importance would be: Encounter powers have unlimited use but are paid for with Endurance. Endurance regenerates slowly in combat and high Constitution increases the regeneration rate. Constitution is just flat out useful for everyone instead of the bit of a dump stat is currently is in Pillars.
2) Since Endurance is now more of a resource in combat rather than just a health bar, add a separate Injury system where getting hit at low Endurance can cause persistent Injuries that impose penalties. High Constitution = high Endurace = harder to injure (unless you exert yourself in combat with too many knockdowns or arcane veils or whatnot.)
1) I'd remove action speed from Dex. Action speed is a bit of an unnecessary modifer on top of accuracy vs. defense and dmg vs dmg reduction. It basically adds damage since you attack more frequently, but it's very difficult to know just how effective it is without doing math or spreadsheets which are not fun in a game. Arguably attack speed has more to do with weapon weight and strength anyway.
2) Replace action speed with an improved Deflection bonus, +2% per point. Slick evaders and skilled blockers are about speed and coordination, not so much about being strong willed.
1) Remove the Interrupt mechanic as such from the game. Any hit's damage already determines how much of an Interrupt it is. And Perception already makes you more likely to interrupt someone since you are more likely to hit or crit in the first place. Interrupt is another mechanic that was already in the system before it was unnecessarily duplicated. It's confusing, unnecessary and hard to understand how much it really does. Axe it.
2) Raise Accuracy modifier to +2 per point. Very useful for everyone. Only use for spells that need to be aimed at a target e.g. rays and single target projectiles.
3) Have Perception influence detection skills for secrets, traps and sneaking enemies but still have those abilities as trainable skills.
4) Influence the amount of spells a Wizard or any other memorizing caster can memorize instead of the flat 4 per level. (Let's say Perception includes memory, keen senses, sharp mind.)
Have Intelligence influence the amount of skill points for all classes. Intelligence means ability to learn and adapt which clearly translates to a wider assortment of skills or deep specialization in a particular field.
1) Remove Deflection bonus from Resolve. You can't will yourself to block an attack if you're simply too slow.
2) Encounter powers cost -5% Endurance per point
I think the entire spell system could use some kind of a reworking on how stats affect spell Accuracy and what the relation between spell-like Encounter powers and actual spells is. Resolve could be used in a will contest for control/mind type effects and their duration while Intelligence could provide general spell potency and Perception could help with spells that need to actually be aimed at someone. Can't get into that now.
What I wouldn't change is how the stats affect Fortitude, Reflex and Will defenses. That's just right.
Edited by 1varangian, 19 April 2017 - 01:55 PM.