So everybody is making suggestions, I will make one too. This is going to be a looong post.
Let's divide character stats into Ability Scored and Derived Attributes.
Ability Scores: Strength/Might, Dexterity, Constitution/Endurance, Intellect, Resolve, Perception
Derived Attributes - ability scores modifying them:
Deflection defense - Dexterity (and Perception?)
Reflex defense- Dexterity and Perception equally (perhaps unify deflection and reflex)
Will defense - Intellect and Resolve equally
Fortitude defense - Strength and Endurance equally
Interrupt defense - Resolve (and Stamina?)
Health - Strength and Endurance equally
Stamina - Endurance (and Resolve?)
Melee damage - Strength obviously
Melee accuracy - Strength and dexterity equally.
Ranged accuracy - Dexterity and perception
Critical chance - Perception (you are able to notice better where the holes in enemy's defence are)
Critical damage - Intellect (you know where it hurts the most)
Spell power - Strength (spells are physically taxing to cast and stronger individuals can channel more energy into spells)
Spell duration - Resolve (you are able to focus longer and maintain the effect of your spells)
Bonus spells per day - Endurance (if spells are physically taxing, characters with high endurance might squeze that extra spell per day/encounter)
Bonus known spells - Intellect (smarter persons would know more spells)
So to sum it up:
Strength - bonus to spell power (damage), melee damage, melee attack, health and fortitude
Dexterity - bonus to melee attack, ranged attack, deflection and reflex
Endurance - bonus to health, stamina, fortitude, spells per day, interrupt defense (?)
Intellect - bonus to critical damage, known spells, will
Resolve - bonus to spell duration, interrupt defense, will, stamina (?),
Perception - bonus to critical chance, ranged attack, reflex and deflection (?)
So every attribute provides some bonus, it isn't all that different from what we currently have. I've just added two derived attributes: bonus spells per day and bonus known spells (that were in D&D anyway). This provides incentive for spell casters to use Intellect and Endurance.
I think something like this makes all attributes useful to all classes and allows for different playstyles.
Strength, Dexterity and Endurance are obviously beneficial because they allow him to consistently deal damage and avoid/absorb it. Typical front line fighter. However a more cerebral fighter might not deal as much damage consistently, but he would crit more often and for more damage, while looking to avoid damage altogether. Dexterity seems like the most important stat not to dump, as it governs both offense and defense. Still you don't have to have it prioritized, because defense can come from Perception and offense from Strength.
Dexterity and perception look like the most important stats. You could dump everything else and just hope you'll never get targeted with Will/Fortitude spells, or attacked in melee. That would depend a lot on enemy composition and AI. Also strength seems pretty useless right now. Perhaps it should provide some damage bonus for bows and reload speed for crossbows. Or simply be a requirement for heavier bows/crossbows (indirectly affecting damage). Also, I'm not sure if there are throwing weapons (axes, darts etc.) but if there are they should obviously have damage be dependant on strength. There is also a question, how range affects accuracy. This seems the most SAD (single attribute dependant) build. I think it would be cool to prioritize strength and play an axe-thrower. Throwing few axes to cause mayhem and then charging to melee.
You can prioritize strength and endurance, which will allow you to do more damage with spells and cast them more often during the day. However by dumping intellect and resolve you are would have less versatility, making you a kind of a pseudo-sorcerer. You can also prioritize Intellect and Resolve to create a more typical Wizard/Wise priest. He would have a large variety of spells to choose from, his buffs and controlling spells would last for a long time. The problem is Dexterity and Perception seem dumpable for both types of playstyles as it's unlikely that wizard will get under attack because he is behind. If there are some sort of powerful single target ranged touch spells, than those attributes would be useful. Perhaps they might also provide bonus to spell casting speed?
Melee caster (Muscle wizard/Gish/Battle cleric):
If you opt for strength and endurance, you would again have few spells but could use them often. Playstyle would most likely be suited to charging into combat and using melee touch spells or cone spells for devastating effect. Endurance and Strength would provide decent staying power, but still this kind of build would basically be a Melee Glass cannon. It would be cool if touch spells could crit, then perception would become important as it would allow for crit-fishing for gishes. In that case prioritizing Dexterity and Perception would make a character that would more often avoid damage, deal less damage consistently, but you would burst more often for obscene amounts. Intelligence and Resolve are obviously useful for greater utility. I think that for Melee caster all attributes are useful, but depending on desired playstyle you could prioritze some and dump others and still it would be a viable build.
Ranged warriors depend only on Dexterity/Perception for their offense. Strength might be useful. Intelligence useful for critical damage. Defensive attributes, resolve and endurance are not really useful if the player can stay away from threat (depends on AI). They are useful for a switch-hitter though.
Ranged casters can probably dump perception and dexterity if they can stay away from threat. However if there are good ranged touch attack spells and if there is a possibility of spells making critical damage, then those attributes also become useful. Also dexterity might be used to increase casting speed.
For anybody claiming this would be a complex system, I would disagree, as I've only introduced two more variables (bonus spells). I also don't think that having different ability scores influencing same derived attributes is complex, it worked pretty well in Fallout 1&2. Plus we already have two ability scores influencing a specific defense.
Okay, that's it.
OMG this is a wall of text. Nobody will probably read it. Eh...
Edited by Hamenaglar, 26 August 2014 - 03:49 PM.