Even if no one reads my blog, I shall continue to post.
Because I simply have to.
This is the way of the TechnoWrathi.
With the new poll system up, I simply had to state out what attributes contribute to what classes...
Strength:
This one is an easy one. What more can you do but pummel your opponents silly? And pummel well you will, since with high Strength, one blow to an enemy will probably send him to Heaven Come.
Strength is most effective on Fighter-types. DUH. But then again, all Str means those brawn-brains simply have to be pointed out the main point. Sigh.
Intelligence:
Another simply one. The exact antithesis to Might Makes Right. Rather, its Brains Will Reign here. Using arcane moves, High Intelligence allows one to have higher magic attack capacity, and more magical abilities. Int also allows usage of certain higher level stuff, like traps, levers and the likes.
Intelligence is useful on Sorcerers and in some less-Dungeons and Dragons-ish games(like Gay-ple), Wizards. Rogues also do well with a bit of Int, allowing them to trick NPCS and counter traps. After all, who disarms traps with half a brain?
Wisdom:
Ah. Finally something from Dungeons and Dragons. Wisdom allows for support spells and some special attack spells to be carried out. Healing, Creature summons, Support Fire... All these require Wisdom. So there, all though Wisdom does not directly affect one's attack power, it allows for powerful indirect moves. Imagine an army with no medic, they will all wither without support fire. In comes you, healing up wounds and patching up armours, while your summoned minions rush out to absorb the attack and since they are summoned, their death means no loss compared to loss of comrades. That's how powerful Wisdom is. Eat that, tankers.
Wisdom is useful for Clerics and Wizards. Wizards need Wisdom to memorise their spells. This is for Dungeons and Dragons style of play, not for Gay-ple. Clerics need Wisdom to increase success chances of high level support magics.
Dexterity:
Another well-known attribute in Gay-ple. Dexterity basically means one thing, PWNage Dodges. What's the use of dodges? Well, if you could Matrix-BulletTime and avoid all attacks, you are virtually untouchable. Because you are untouchable! Dexterity is also needed in bow usage, simply because one needs to be fit to pull his damn bowstrings.
Dexterity is mostly for Rogues, Bards and Barbarians. They are for the first-strike troops, the ones who flirt in the shadows and infiltrate enemy lines. Dexterity is also used by Rangers and Druids but to a less extent than the above stated.
Constitution:
This attribute is one of the most invisible and yet the most powerful attribute of used well. Gay-ple peeps will probably not know what in the name of Orbis is constitution's true usage. It's basic form is in your HP, Health Points. High Constitution means you are like a tank, taking multiple blows before dying out. Of course, Constitution also helps in resisting magical attacks and mental strikes. But fear the rogues, as one Critical Strike from them that can pierce through your armor will impale you.
Constitution is for EVERYONE! Mostly for Fighter-types. Rogues do not require much. Wizards-types actually have Skills that reduce constitution to negatives. But remember, zero constitution means one hit by a level 2 goblin, and you're fried.
Charisma:
Very important skill to good RPGs. High Charisma allows one to have wider plot lines, and more options in conversations. That means more experience chances, yay. Charisma is also used by rogues in trickery, by druids in Animal Empathy and by... surprise surprise... Paladins in their smite moves. After all, one needs to know how to appease their deities with sweet words before they have divine backing. Wizards also use Charisma to affect the chances of high level spell success.
Charisma is for some. It won't hurt to have it but of course, many will just use its points on damage affecting attributes. Sigh. Use charisma on the above stated characters or their counter-parts in average dosages to help in EXP gaining and to access some hard-to-get things and places. Charisma should also be used on the lead character or the spokesman, as being leader sometimes work in unison with Charisma, boosting one another.
That's all for now. I'm off to examine my Magic the Gathering cards. Haha.
EnginSeer of The TechnoWrathi, NanoPulp, Logging Out!
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