I suppose it's a design question that might not be very flexible now as we've moved into beta, but I do see how "preferred" stats for each class/role can be pretty limiting, especially when the rest of the character build system is much more supportive of multi-classing between the skillsets.

I'm forgetting now what game system did this -- I'm thinking it might have been the Champions RPG system? -- but I've seen character creation based around the notion of a "Primary" attribute and "Secondary" attribute picked at time of character creation, where various game abilities and items that relied on an attribute would leverage whatever the value was of your chosen characteristics. Then some secondary stats, like HP or Chance-to-hit stayed tied to a specific attribute, to differentiate characters built with different PRI/SEC attributes. This provided some scaling of your power as your attributes increased, but really busted the build possibilities wide open. For example, Gyson's tank would definitely be a CON primary, but could have a secondary of any other attribute, allowing them to be brutal (STR), agile (DEX), clever (INT), or elusive (SPD), based on playstyle. Gaining access to higher-level gear still required you progress in your primary attribute, but it would be the attribute you WANTED to pump, making it align with your character concept.

Would have loved seeing a take on that here; would have really freshened up the warrior/archer/mage STR/DEX/INT trio we get locked into so often. Imagine having archer builds that are more-or-less equally viable based on diverse traits like massive draw weight (STR), accuracy (DEX), rapid-firing (SPD), close-quarters tactics (CON), range (PER), or knowing the enemy's weak points (INT.) Each of those characters should be able to get access to advanced bows/ranged weapons as they gain expertise, but the fun is in seeing/role-playing the way that each uses the equipment differently to succeed. You can kind of do that now, but all archers have a mandatory DEX-primary to unlock weapons, so your preferred stat will be increased to a lesser degree. Too bad.

It also tends to give players access to basically all equipment, i.e., your character is only an "archer" because he/she chooses to equip a bow, not because all melee weapons are locked behind a STR requirement. Maybe that doesn't appeal from a design purity standpoint, but it's sure fun from a player standpoint; it just requires different gear classes to have tradoffs. Larger weapons taking more action points means a SPD character will probably stick to shortbows and daggers, not because they have to, but because it reinforces the concept. Anyway, it's a pretty cool system, though I have no doubt it's a challenge to balance. But hey, this isn't an MMO, right? All characters don't have to be perfectly equal to protect fragile player feelings... I say, tear down those walls! laugh

(Maybe for a sequel! :P)