With the undermountain update of this game, a lot has changed. Without pointing at all the ups and downs, I would like to point out that with the new ability score bonusses, skills, boons (and with the more limited array of powers and features),
there is a problematic reduction in the possibility for distinctive builds:
- With skills, the strategy is to maximize them to the levelscaling maximum and put the rest in health and power. (I don't think this will happen, but my solution would be to treat own and adversary skills as relative to the sum of the offensive and defensive skill and not merely the other's skills, and to levelscale to the sum of skills and not maximize per individual skill, which would also allow for scaling power and hp)
- With boons, the strategy is to avoid skills (for above reasons) and go for the odd powers, plus power. (I would have idem solution and make boon choices progressively stronger per tier)
- Ability scores, finally, don't add very much and in so far that they do, there is usually only one optimum for your class.
This is why
I propose to double one or both of the current ability score bonusses (that seperately make up 33%/67% of the total ability score bonus)
and/or add new bonusses (at 33% or 67% of current scores), to make the ability scores both more relevant and more distinctive, so that more ability scores become realistically available to choose from per class. Here is my entire proposal:
- STR - the bonus for physical damage and/or stamina regeneration is doubled and/or "deflection severity" is added;
- INT - the bonus for magical damage and/or control bonus is doubled and/or "stealth detection" and/or (non-control) "debuff strength" is added;
- WIS - the bonus for outgoing healing and/or control resistance is doubled and/or (non-control) "debuff defiance" is added;
- CON - the bonus for hitpoints and/or action point gain is doubled and/or incoming healing is added;
- DEX - the bonus for critical severity and/or movement is doubled and/or "stealthliness" and/or "damage reflection chance" is added;
- CHA - the bonus for recharge speed and/or companion influence is doubled and/or healing potion proficiency is added.
Just in case, here is a quick overview of
what i meant with the newly proposed bonusses:
- "Deflection severity", as the name says, is meant to increase the amount of damage that is deflected at a succesful deflection;
- "Stealthliness" and "Stealth detection" involve the shortrangedetectability and/or transparency of stealth;
- "Debuff strenght" and "Debuff defiance" involve the duration and/or severity of debuff effects, other than control effects;
- "Damage reflection chance" is a very slight chance to reflect incoming damage that is mitigated through defence, deflection or critical avoidance to nearby enemies. Its severity is mediated by combat advantage over said enemies;
- I have added incoming healing to CON to tailor magical healing more to the person that is healed instead of merely healing an amount of hitpoints;
- I have added healing potion proficiency to CHA to acknowledge that medicine is assisted by a will for life.
Of course, all of the above is open for debate and improvement, which is what I invite all of you to do.
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