Originally Posted by Zenith
- It's part of the conversation because save scumming a dialogue choice is asymmetrical to save scumming an entire fight. When you say it gives you an advantage to have charisma, it's a marginal advantage to begin with thanks to Guidance. Thus, the non-combat use of Charisma is marginal, and particularly so in Act 1 where resolution without violence usually means letting the psychopath go without a fight.
So what? Any kind of save scumming is an "I decide to win" button. No one should be designing around that - if they want that to be a feature, they should just add the button and be done with it. If they're not adding the button, it's difficult to care that one kind of save scumming is harder than another. As to the second part, it's a marginal advantage because +1 is a marginal difference - it has nothing to do with Guidance.

Originally Posted by Zenith
- Dexterity gives you initiative, and first turn advantage is far more useful than you're pretending it is not. Do the Githyanki patrol fight without first turn advantage and then another one where Beretha and the Raider get first move on your group and then get back to me. Besides, AC is never going to be redundant. 2 DEX is still 1AC and a lesser chance to be hit, heavy armor or not.
Again, we're talking about a +1 difference in your initiative. It's not going to bump you from last to first. At best, you might swap places with a couple of enemies that rolled the same as you. It's almost never going to matter.

Again, my point is that the racial stat bonuses create marginal differences. I play a tiefling when the character that I want to play happens to be a tiefling, not when I want better charisma. The racial bonuses just add a bit of flavor. You're treating them like they're the end of the world.

Originally Posted by Zenith
- Fighting is virtually the main aspect of the game.
That you believe this is evident. I disagree - combat is the most boring aspect of the game.

Originally Posted by Zenith
- We can go about how it should have been implemented according to your ideals of a table top game, but the fact is I'm more interested with how it's actually implemented in a videogame that actually takes resources to build and create cohesion with instead of just imagining things and writing them down to pen and paper.
It's a video game that's ostensibly based on a tabletop game that was designed with substantially more rigor and eye towards balance. This isn't about my ideals, it's about WotC having already done the work and Larian making a hash of it.