Originally Posted by Madscientist
Here is a post from Josh Sawyer about the Pillars of Eternety stat system.
http://media.obsidian.net/eternity/media/misc/pe-jsawyer-gods-and-dumps.pdf
PoE has the best stat system I know so far and they made a good job in class balance and allowing several working builds per class.

D:OS (2) is classless, but I think some things can be learned from PoE:
- Each attribute has at least some possible use for each char. Right now, in D:OS int is important for mages (str for fighters, dex for rogues and archers), but completely useless for all other "classes". Per, con and speed are important for everyone.

What do you think about adapting the PoE system to D:OS?
for example:
Strengh: improves your damage
dex: improves your chance to evade attacks
int: Increases the size of AoE skills
con: more hit points
speed: move further per AP
per: increases range of spells

Since D:OS is turn based, attack speed, interrupt and maybe duration make not much sense. The main problem would be how to determine hit chance and initiative.


Didn't occur to me that you could mostly already copy the POE stat system, though obviously there will be some differences. Wider AoE for intelligence is definitely a great attribute effect, though doesn't make that much sense for something like whirlwind.

Calculating hit chance is definitely a challenge with this sort of stat system. Either STR/DEX/INT could still increase hit chance for the appropriate weapons, but the requirement is a bit looser, or perhaps Perception could actually be the primary hit-chance attribute. And IMO Perception and/or Speed could still increase initiative in that system.

They might also have to add slightly more attributes overall to compensate for the wider spread of investment, but maybe not. I also still like the idea of strength increasing range instead of damage, or at least increasing range for something like grenades.

But I imagine they'll go for a more incremental change instead of overhauling the stat system (Though then again, with what they've done with AP, who knows). Even if each primary attribute operated the same but had one more aspect that improved skills universally in different ways, that'd be a good start and I think would help hybrid builds in particular.