in my opinion, you usually have 3 "kind" of characters : wizzard, rogue, warrior, and each of this kind will privilege stats regarding to their "kind" (of course, in divinity the interesting point is that you can mix thos kind). a

As I can guess, a wizzard will favor intelligence, while a rogue will favor dexterity speed and perhaps perception, and a warrior will favor strength and constitution, so this is not balance.
to my mind, perception and speed should be under stats of dexterity (or strength for the speed). sh the 4 main stats should be :
Strength
Dexterity
Intelligence
Constitution

So, starting to that point, we should have

Strength : Hitpoints, Damage, Critical hit damage (mele), Speed

Dexterity : Initiative, Action points, Perception, Speed, Chance to hit (mele, ranged), Chance to be hit (mele, ranged and magic), Critical hit chance (mele, ranged), Evade (almost the same than chance to be hit).

Intelligence : Plenty of resistances (magic), Mana/Energy(not HP), Damage (magic), Damage absorption (magic), Willpower, Critical hit chance/damage (magic).

Constitution : HP, Charisma, Plenty of resistances (physical), Damage absorption (melee/ranged/magic), Cost of movement.



***magic also take into account the "natural" damage such as fire, or ice while poison and disease will be in physical)***

Because the interraction and dialogue are important part of the divinity game, why do not put a kind of "social" stat? that could affect charisma and "persuasion" (stat that can offer you new possibilities of answer and so, new options, like for example if you ar in prison you can convince the guard to release you)

EDIT : I like the post of PUVer for this "social" stat

Last edited by Chaotica; 17/01/13 12:22 AM.

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