View Single Post
Old 06-15-2005, 05:33 AM   #1
farl
Elite Waterdeep Guard
 

Join Date: June 14, 2005
Location: Sankt Augustin, Germany
Age: 68
Posts: 6
I would like to receive some advice/suggestion about attribute raising on level ups. My problem is that the effect of attributes is threefold. Firstly, there is a direct effect (e.g. more strength -> more damage or more piety -> more spell points), secondly, an attribute serves as a control factor for skills, and thirdly, a natural attribute value of 100 unlocks a coveted personal skill. Even this brief consideration shows how complex the effects are and how difficult the choice is, which attributes to raise.

May be an example depicts my calamities. If I want to create a mighty fighter, route 1 could be to raise strength (damage output, attack value, stamina), speed (initiative, more attacks), vitality (hit points, stamina), senses (initiative, attack value), and dexterity (attack value, number of swings). Five attributes are a lot to focus on, but a lot of "secondary attributes" would be improved. Route 2 would be to raise senses as the (main) controlling attribute for close and ranged combat and for dual weapons, and strength or/and dexterity for the various weapon skills. This would raise most skills considerably just by two or three attributes to raise, but the "secondary skills" (attack value, initiative ...) are somehow neglected. Route 3 would be to create a lizardman with STR=73, VIT=73, DEX=67, SPD=67 allowing four expert skills at level 21. But this includes three very low attributes (INT=25, PIE=25, SEN=30) with all their disadvantages.

Of course, the fighter is just an example, and things are different for other classes, but I hope I made clear what I mean.

Side question: what is the approximate relation between controlling attribute value and likeliness of skill improvement by training?
farl is offline   Reply With Quote