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Showing results for tags 'Strength'.
GOD DAMMIT. I had this really lengthy post and then I accidentally closed the window. Okay, second try. It's time to accept that Might is not accepted by many players. I love the idea of an attribute system where every attribute is useful for every class, but many people just don't like the idea that mental and physical power are based on the same attribute. And I can understand why. We want our fragile old wizards who deal tons of damage. We don't want "muscle wizards", no matter how wacky and fun that sounds. There is a disconnect between the Might attribute and our understanding of what attributes are supposed to represent in a character. Also, some of the attributes are somewhat unintuitive right now. And unbalanced. Resolve and Perception are dump stats right now. Resolve is a lot like Willpower, a mental intensity and presence. But nothing meaningful is tied to it. Perception is your awareness of surroundings, but same problem, it's only used for a mechanic that, while sounding interesting, is not very intuitive. Dexterity on the other hand seems bloated with all the things it governs. I want to change that, but I realize it won't be completely balanced. This is also something we'll just have to accept. Either we have a balanced system, or we have a slightly unbalanced system that makes people happy. My goal here is to make it just a tiny bit unbalanced while still making different builds possible and fun to play. What I'm NOT going to do is try and balance the system perfectly. Many people go ahead and say "okay so my system is Might gives 2% weapon damage, +1% to crits, blabla..." Going into detail like that won't solve anything. I want to propose a system where a fighter has reasons for different builds, and where a spellcaster has reasons for different builds. If there's a general reason for each class to put points into all attributes, then the system is balanceable. And that's all I'm aiming for right now. (By the way - the current system IS balanceable. It's just a question of making Interrupts and Concentration more important and Damage less important. The problem with the current system is not that it's unbalanced, it's that it's at its core not well-liked.) Even if the system turns out a bit unbalanced, the gameplay outside of combat takes care of that. Because seriously. The non-combat gameplay sounds awesome. There's lots of attribute checks etc and it sounds like roleplaying will be a blast. So even if combat isn't exactly balanced, I believe every character build will be interesting enough simply because of its non-combat possibilities that it warrants at least one playthrough. This is my main argument for why it's not so bad to have a slightly unbalanced system. If someone ignores all that content and only goes for min-maxing... well that really is his problem. With all that said... here's my proposal. Turn Might into Strength. Take out the Magic/Ability Damage. This instantly makes the attribute less interesting for many classes. Add Magic/Ability Damage to Resolve. As said, Resolve is basically Willpower. It's a perfect fit for Magic/Ability Damage and instantly makes this attribute important to a lot of classes - mostly to spellcasters however, for whom this will be the main attribute along with Intellect. Keep Intellect as AoE and Duration modifier. Resolve is a character's intensity, but intellect is his cleverness and allows them to shape their powers to their will. Makes perfect sense and is intuitive. Split Accuracy into Melee Accuracy and Ranged Accuracy. Leave Melee Accuracy in DEX, put Ranged Accuracy into PER. Perception is the attribute for keen sight and aiming. Ranged combat should benefit hugely from it, and this way it does. DEX was never a good fit for ranged accuracy. Add Ranged Reload Speed to DEX and Melee Crits to PER. DEX is however a perfect fit for reload speed, and we can use that to keep it interesting for ranged combatants. PER on the other hand allows melee combatants to see openings and use them. This makes it interesting for them without overpowering it for ranged combat. That's it. Now you might think "but now Strength is useless for spellcasters". But that's not true. First of all, there's the Healing which they can still benefit from. Then: Druids need it in their animal shape. Ciphers, Chanters and Monks need it anyway because part of their class is based upon attacking first and using powers later. And Wizards and Priests actually have spells at their disposal that are only useful when they have decent Strength. It's totally possible to play a Battlemage this way. But yeah, if you want to play a glass-cannon wizard, you can dump Strength now while still dealing tons of damage. (You won't be able to intimidate anyone anymore though.) And all in all, Strength might be a bit too unimportant for spellcasters now. But that's the price you have to pay to make the players happy, and I believe this solution is still pretty good. Hope some of the devs read and consider this. P.S. And no I don't want a discussion about whether the current system is intuitive or not. This is a proposal under the premise that the majority of players don't like the current system. If that's not true in your opinion, great, you can ignore this. If it is true, then this is the closest I can think of to keeping the current system while making the majority of players happy at the same time.