History Main / OneStatToRuleThemAll

2nd Feb '16 2:03:57 PM Grobi
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** Dex moves up to God Stat in the sequel, which gives you access to Finesse feats letting you use whichever is higher out of Dexterity and Strength to affect accuracy, or better, lets you make good use of blasters, a GameBreaker when crafted well. ** An alternative build in the sequel involves playing a male character to get the Handmaiden to join you, and learning Battle Precognition- which adds your Wisdom to your AC. At this point, start spamming Force powers- Wisdom is now governing save [=DCs=], difficulty to hit you and your stock of Force points, meaning you're unlikely to ever need to do anything as crass as fire a blaster.
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** Dex moves up to God Stat in [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel, sequel]], which gives you access to Finesse feats letting you use whichever is higher out of Dexterity and Strength to affect accuracy, or better, lets you make good use of blasters, a GameBreaker when crafted well. ** well.\\ \\ An alternative build in the sequel involves playing a male character to get the Handmaiden to join you, and learning Battle Precognition- Precognition -- which adds your Wisdom to your AC. At this point, start spamming Force powers- powers -- Wisdom is now governing save [=DCs=], difficulty to hit you and your stock of Force points, meaning you're unlikely to ever need to do anything as crass as fire a blaster.
28th Jan '16 3:41:41 PM CountDorku
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Added DiffLines:
** In [[VideoGame/DragonAgeII the sequel]], dual-weapon rogues are just as dependent on Cunning, at least until it reaches 40, since that's the point at which your critical damage is fairly hefty and you can pick any lock and disarm any trap in the game, ''and'' it'll increase your Defence stat. With certain talents, you can add massive quantities to your raw and critical damage based on your Cunning, meaning that the only reason you'll be investing in Dexterity is to keep your hit-rate up, and there's really no incentive ''at all'' to invest in anything else unless you drastically need a few more HP.
16th Jan '16 8:37:20 AM Morgenthaler
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Added namespaces.
* In ''{{Mekton}} Zeta'', players commonly refer to Ref(lexes) as the God Stat. All combat actions - attack, defense, initiative - were determined off this one stat. Since all the stats were assigned an equal value, however, it became stupidly easy to min-max. Min-maxers would put two points in everything (as required by the rulebook) and then dump the remaining points to the following stats in order: Ref(lexes), Int(elligence) [Skill Points, Electronic Warfare skill in Z+, and Awareness/Notice, used in some tracking rolls], Education [Skill points]. This only requires 44 points to have a max-reflex character with 30 skill points to start with, a decent amount of which will, obviously, go into reflex combat skills. * In ''D20Modern'':
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* In ''{{Mekton}} ''TabletopGame/{{Mekton}} Zeta'', players commonly refer to Ref(lexes) as the God Stat. All combat actions - attack, defense, initiative - were determined off this one stat. Since all the stats were assigned an equal value, however, it became stupidly easy to min-max. Min-maxers would put two points in everything (as required by the rulebook) and then dump the remaining points to the following stats in order: Ref(lexes), Int(elligence) [Skill Points, Electronic Warfare skill in Z+, and Awareness/Notice, used in some tracking rolls], Education [Skill points]. This only requires 44 points to have a max-reflex character with 30 skill points to start with, a decent amount of which will, obviously, go into reflex combat skills. * In ''D20Modern'': ''TabletopGame/D20Modern'':

* ''{{Witchcraft}}'' had all the good physical skills use Dexterity. And nearly all the supernatural powers run on Willpower.
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* ''{{Witchcraft}}'' ''TabletopGame/{{Witchcraft}}'' had all the good physical skills use Dexterity. And nearly all the supernatural powers run on Willpower.
15th Jan '16 6:38:51 AM Morgenthaler
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* ''WildTalents'' is... different about this trope. Those who win the SuperPowerLottery are very mean indeed, but given the flexibility of superpowers, it's very likely someone can develop a counter to even complete invulnerability (the text suggests teleporting such an upstart to the supermassive black hole at the center of the Milky Way, which is more than possible at that power level). The real world-changers, as repeatedly pointed out in the text itself, are Hypermind, Hypercharm, and Hypercommand, as every WT setting so far averts ReedRichardsIsUseless with a vengeance. To quote Greg Stolze, the guy with 10 hard dice in Disintegrate is a tough customer, but he's nowhere near as bad as the Hypercommanding politician who can [[MoreThanMindControl persuade millions to vote for him by speaking three words]].
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* ''WildTalents'' ''TabletopGame/WildTalents'' is... different about this trope. Those who win the SuperPowerLottery are very mean indeed, but given the flexibility of superpowers, it's very likely someone can develop a counter to even complete invulnerability (the text suggests teleporting such an upstart to the supermassive black hole at the center of the Milky Way, which is more than possible at that power level). The real world-changers, as repeatedly pointed out in the text itself, are Hypermind, Hypercharm, and Hypercommand, as every WT setting so far averts ReedRichardsIsUseless with a vengeance. To quote Greg Stolze, the guy with 10 hard dice in Disintegrate is a tough customer, but he's nowhere near as bad as the Hypercommanding politician who can [[MoreThanMindControl persuade millions to vote for him by speaking three words]].
10th Jan '16 11:08:36 AM Dravencour
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** The game is ruled by Dexterity. Everybody who wants to be at all effective at combat needs it, because it rules ranged attacks. because D20 Modern is set in the modern world, guns exist and are highly effective. It's pretty hard to be effective in melee combat unless you specialize in it, and even then a good bullet or shotgun blast will be able to bring you down because of the Massive Damage rules obeying TheLethalConnotationsOfGunsAndOthers. On top of that, armor is rare because of the feat requirements, so it's vital to increasing your rate of survival, especially if you are playing a class that does not get armor bonuses. In addition to that, many skills which might be useful in combat in the modern world, such as Drive, Tumble, and many others, use Dex. ** In the Urban Arcana setting, Knowledge (Arcane Lore) is king. No party without it can dream of doing the ridiculously heavy duty stuff Incantations make possible. Furthermore, reasonably high Knowledge (Arcane Lore) checks can easily layer on months- or even years-long buffs that allow you crush any non-buffed opponent into the ground - including, without much interpretation, buffs to Knowledge (Arcane Lore). * In ''TabletopGame/{{GURPS}} 3e'', both Dexterity and Intelligence gave more bang for the buck than Strength and Health. Come 4e, they're both still more useful, but now they cost twice as much as well... and people still think they're overpowered.
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** The game is ruled by Dexterity. Everybody who wants to be at all effective at combat needs it, because it rules ranged attacks. because D20 Modern is set in the modern world, guns exist and are highly effective. It's pretty hard to be effective in melee combat unless you specialize in it, and even then a good bullet or shotgun blast will be able to bring you down because of the Massive Damage rules obeying TheLethalConnotationsOfGunsAndOthers. making you highly vulnerable even at higher levels. On top of that, armor is rare because of the feat requirements, so it's Dexterity is vital to increasing your rate of survival, especially if you are playing play a class that does not get armor bonuses. In addition to that, many skills which might be useful in combat in the modern world, such as Drive, Tumble, and many others, use Dex. ** In the Urban Arcana setting, Knowledge (Arcane Lore) is king. No party without it can dream of doing the ridiculously heavy duty stuff Incantations make possible. Furthermore, reasonably high Knowledge (Arcane Lore) checks can easily layer on months- months - or even years-long buffs that allow you crush any non-buffed opponent into the ground - including, without much interpretation, buffs to Knowledge (Arcane Lore). * In ''TabletopGame/{{GURPS}} 3e'', both Dexterity and Intelligence gave more bang for the buck than Strength and Health. Come 4e, they're both still more useful, but now they cost twice as much as well... and people still ''still'' think they're overpowered.
10th Jan '16 11:05:39 AM Dravencour
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** The game is ruled by Dexterity. Everybody who wants to be at all effective at combat needs it, because it rules ranged attacks. It being set in the modern world, guns exist and are highly effective. It's pretty hard to be effective in melee combat unless you specalize in it, and even then a good shot will be able to take you apart. On top of that, armor is rare because of the feat requirements, so it's vital to increasing your rate of survival, especially if you are playing a class that does not get armor bonuses. In addition to that, many skills which might be useful in combat in the modern world, such as Drive, Tumble, and many others, use Dex.
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** The game is ruled by Dexterity. Everybody who wants to be at all effective at combat needs it, because it rules ranged attacks. It being because D20 Modern is set in the modern world, guns exist and are highly effective. It's pretty hard to be effective in melee combat unless you specalize specialize in it, and even then a good shot bullet or shotgun blast will be able to take bring you apart.down because of the Massive Damage rules obeying TheLethalConnotationsOfGunsAndOthers. On top of that, armor is rare because of the feat requirements, so it's vital to increasing your rate of survival, especially if you are playing a class that does not get armor bonuses. In addition to that, many skills which might be useful in combat in the modern world, such as Drive, Tumble, and many others, use Dex.
9th Jan '16 1:16:23 PM thatother1dude
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** Skill is the second most useful stat since it scales with Visceral Attack damage, if you happen to have all 3 Clawmark runes attuned and have a weapon with decent Skill scaling, every single visceral attack is ''OneHitKill'', a potential GameBreaker for PvP.
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** Skill is the second most useful stat since it scales with Visceral Attack damage, if damage. If you happen to have all 3 Clawmark runes attuned and have a weapon with decent Skill scaling, every single visceral attack is ''OneHitKill'', OneHitKill, a potential GameBreaker for PvP.
9th Jan '16 9:02:36 AM Morbidorable
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revised FFXI entry
* In ''VideoGame/FinalFantasyXI'', Haste impacts weapon-swinging time and spell recast timers. ** The entire game seems designed around core stats being useless, with the exception of STR for its role as a component in weapon skill and certain blue magic spells' damage. As far as auto-attack, equipment that reinforces haste, accuracy and raw ATK will always win. For casters, gains to individual magic skills and specific passive gains such as those present on elemental staves typically provide a greater raw boost than any amount of INT-pumping.
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* In ''VideoGame/FinalFantasyXI'', capping Haste impacts weapon-swinging time has become trivial--and, correspondingly, it's no longer the God-stat it used to be. ** For meleeing and spell recast timers. ** The entire game seems designed around core stats being useless, with melee Weapon skills, the exception of STR all-important stat is Accuracy. It doesn't matter how much Attack, Double Attack, Triple Attack, or Store TP you have if you can't land a hit--and most bosses these days are Lightning Bruisers ** Likewise, for its role as a component in weapon skill ranged attacks and certain blue magic spells' damage. As far as auto-attack, equipment that reinforces haste, accuracy Weapon Skills, the most important stat is Ranged Accuracy--although Store TP is a much closer second for ranged attacks than for melee. ** For nukes and raw ATK will always win. For casters, gains to individual magic skills and specific passive gains such as those present on elemental staves typically provide a greater raw boost than any amount Weapon Skills, however, Magic Attack Bonus is God. It doesn't matter how slow your cast time, recast time, or magic accuracy are if you can burst Meteor or Death for 64k+ damage. By the same token, Leaden Salute, the signature move of INT-pumping.Corsairs, is one of the most powerful WSs in the game, right next to Savage Blade and Rudra's Storm--as long as the player takes the time to stack enough MAB.
29th Dec '15 10:29:08 PM Mhazard
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** Skill is the second most useful stat since it scales with Visceral Attack damage, if you happen to have all 3 Clawmark runes attuned and have a weapon with decent Skill scaling, every single visceral attack landed by one is ''OneHitKill'', a potential GameBreaker for PvP.
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** Skill is the second most useful stat since it scales with Visceral Attack damage, if you happen to have all 3 Clawmark runes attuned and have a weapon with decent Skill scaling, every single visceral attack landed by one is ''OneHitKill'', a potential GameBreaker for PvP.
29th Dec '15 10:28:35 PM Mhazard
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Added DiffLines:
** Skill is the second most useful stat since it scales with Visceral Attack damage, if you happen to have all 3 Clawmark runes attuned and have a weapon with decent Skill scaling, every single visceral attack landed by one is ''OneHitKill'', a potential GameBreaker for PvP.
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