Originally Posted by Incendax
Shield Specialization is unimportant because tanks are not necessary in this game.
Not necessary is not the same thing as not useful. While I do think shields are relatively important for "mono" Str builds, I think Shield Specialization is an invaluable tool for Str/Int hybrid builds; in other words, shields are for Clerics. This has a lot to do with how hybrids have trouble adding Constitution.
Originally Posted by Incendax
Barter is unimportant because you will be swimming in gold halfway into Act I.
This assumes you're not powergaming the hell out of Teller of Tales starting at a very low level. If you aren't, then you're right. If you are, then it's really hard to spend that amount on books every level and not go broke.
Originally Posted by Incendax
Charisma is unimportant, because it only takes +2 from Traits/Gear to start with 5 dots in Rock/Paper/Scissors. Nothing short of 10 dots will make any difference to how many games you need to win.
It doesn't always work this way. There are even NPCs where you don't get a chance to play RPS at all unless you meet a minimum Charisma score.
Originally Posted by Incendax
Blacksmith, Crafting, and Loremaster are unimportant because you can have a henchman do all that.
This assumes your time isn't valuable, because swapping people out at the Hall every time you craft makes crafting even more of a tedium. If you want to save time, you don't segment things off like that. With +Crafting and +Blacksmithing items, the ability point investment is meager anyway (2 hard points in each for 6 ability points total, assuming Scientist talent; less if Pragmatic trait).

Last edited by ScrotieMcB; 20/07/14 01:36 PM.