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** Hit is also extremely important. However, theres not much you can do outside of Strike/Focus spirit and Hit increasing parts. In games with the pilot point system on the other hand you can ramp up your pilot's Hit and Evade to make them much more powerful. (Or if you're talking about a tanking mecha, Defense)

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** Hit is also extremely important. However, theres not much you can do outside of Strike/Focus spirit and Hit increasing parts.parts, in most games. Recently however Hit has been upgradable in a mech. In games with the pilot point system on the other hand you can ramp up your pilot's Hit and Evade to make them much more powerful. (Or if you're talking about a tanking mecha, Defense)Defense)

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* In ''FinalFantasyII'' Agility/Evasion (the two stats are tied together) are basically the godstat duo. Agility determines the obvious things, namely who goes in what order during battles, but also influences:
** Whether or not you can successfully run from RandomEncounters, in a game full of DemonicSpiders, GoddamnedBats, and [[BeefGate Beef Gates]] with a ''very'' high encounter rate.
** Influences how often you get a pre-emptive strike (basically, you get a free turn; high agility means you get more of these)
** Influences how often you get ambushed (the enemy gets a free turn; high agility means this happens much less often)
** Influences evasion. It is possible for evasion to reach 99% in this game, and with a high enough agility rating, that can happen halfway through. Yeah, the StatGrinding system is a pain, but with luck and/or diligence, it can be exploited. All you need is at least one character in the front row with 90+ evasion, and you are basically immortal, evading all attack directed at you while getting free turns near-constantly and capable of running from pretty much everything that's not a boss.
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** Most classes are built around at most three ability scores, as trying to be good at everything is exceedingly difficult - you can't expect to get too many good results with random rolling, and point-buy are usually only enough to be either good at one thing or unsatisfactorily milquetoast at everything. The term MAD (Multiple Ability Dependency) is used to refer to classes that demand many good scores to be fully playable, and this is considered a liability.

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Thanks to the quirks of the ATB system and human reaction time, Speed is NOT the one stat to rule them all in FF 6 - if anything, Magic is. And Luck isn't TOTALLY meaningless in FF 10.


** As far as hard stats go, the one to rule them all is Speed. While you could build Strength, Magic Power, Hit Points or even resistance against instant death attacks with various level up bonuses, items and spells do all of the above so much better and leave you free to increase Speed, which could get your team about one turn every two seconds instead of every six if you're serious about it.



* ''FinalFantasyX'' inverts this, however: There are HP, MP, strength, defense, magic, magic defense, speed, accuracy, and evasion. Note that I didn't say "luck". Why? Because luck never comes up in the game!

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* ''FinalFantasyX'' inverts this, however: There are HP, MP, strength, defense, magic, magic defense, speed, accuracy, and evasion. Note that I didn't say "luck". Why? Because luck never comes up evasion, all of which are important at some point (well, MP not so much if you get One MP Cost on a weapon...) Luck is the only remaining stat, is much harder than the others to raise and is only really worth raising for taking on the bonus bosses in the game!"[[NoExportForYou International]]" version.
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* Dexterity is king in Cinematic Unisystem, the core engine of the BuffyTheVampireSlayer, {{Angel}}, and ArmyOfDarkness RPGs. It's used for several useful skills, initiative, attack rolls and defence rolls, as usual, but the real GameBreaker is that it sets ''the number of combat actions you get per round''.

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* Dexterity is king in Cinematic Unisystem, the core engine of the BuffyTheVampireSlayer, {{Angel}}, and ArmyOfDarkness RPGs.[=RPGs=]. It's used for several useful skills, initiative, attack rolls and defence rolls, as usual, but the real GameBreaker is that it sets ''the number of combat actions you get per round''.



* Several RPGs, usually light or humorous ones, ''literally'' have a single stat for everything your character does. These include Strength in [[http://en.wikipedia.org/wiki/TWERPS TWERPS]], Number in [[http://adept-press.com/role-playing-games/trollbabe/ TrollBabe]], and Power in [[http://www.1km1kt.net/rpg/stickguy-the-role-playing-game StickGuy]].

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* Several RPGs, [=RPGs=], usually light or humorous ones, ''literally'' have a single stat for everything your character does. These include Strength in [[http://en.wikipedia.org/wiki/TWERPS TWERPS]], Number in [[http://adept-press.com/role-playing-games/trollbabe/ TrollBabe]], and Power in [[http://www.1km1kt.net/rpg/stickguy-the-role-playing-game StickGuy]].
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** In VampireTheMasquerade and WerewolfTheApocalypse, many of your character's supernatural abilities work as follows: your Disciplines or Gifts determine whether you can do something, and some entirely different stat determines how well you can do it. The different stat (usually a "mundane" stat) depends on the power: Subterfuge for disguise effects, Medicine for magical healing, and so on. In MageTheAscension, very nearly ''all'' the supernatural stuff your character can do works this way--and the stat that determines how well you do is ''always'' Arete.

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** In VampireTheMasquerade and WerewolfTheApocalypse, many of your character's supernatural abilities work as follows: your Disciplines or Gifts determine whether you can do something, and some entirely different stat or stats determines how well you can do it. The different stat stats (usually a "mundane" stat) depends stats) depend on the power: Subterfuge for disguise effects, Medicine for magical healing, and so on. In MageTheAscension, very nearly ''all'' the supernatural stuff your character can do works this way--and the stat that determines how well you do is ''always'' Arete.
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** In VampireTheMasquerade and WerewolfTheApocalypse, many of your character's supernatural abilities work as follows: your Disciplines or Gifts determine whether you can do something, and some entirely different stat determines how well you can do it. The different stat (usually a "mundane" stat) depends on the power: Subterfuge for disguise effects, Medicine for magical healing, and so on. In MageTheAscension, very nearly ''all'' the supernatural stuff your character can do works this way--and the stat that determines how well you do is ''always'' Arete.
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** But not averted for the other stat combination, Speed vs. Sneak. Maxing out Speed (on some characters) lets you zoom around the map like the Roadrunner, avoiding monsters by simply going around them, and very rarely having to try to Sneak past anything. The expansions that add additional boards just make speed more important for getting from place to place.

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** But not averted for the other stat combination, Speed vs. Sneak. Maxing out Speed (on some characters) lets you zoom around the map like the Roadrunner, avoiding monsters by simply going around them, and very rarely having to try to Sneak past anything. The expansions that add additional boards just make speed Speed more important for getting from place to place.
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** But not averted for the other stat combination, Speed vs. Sneak. Maxing out Speed (on some characters) lets you zoom around the map like the Roadrunner, avoiding monsters by simply going around them, and very rarely having to try to Sneak past anything. The expansions that add additional boards just make speed more important for getting from place to place.
** Also not averted for the "over-stat," Focus, which controls how much you can adjust your other stats each turn. High-Focus characters can simply boost whatever stat they're about to need, rather than having to maintain a general balance.
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* For [[LaTale LaTale]], give gloves critical damage, shoes movement speed (unless you're stacking evasion, then you get both), and your weapon min/max damage. Then put stamina and/or luck on everything else. The first three are the only places you can put those enchantments on, while the extra criticals you'll deal with luck will deal far more damage than the extra damage you'll deal with strength/magic, and stamina is the only base stat to increase your survivability.
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*** Except once "Broken Steel" came out, everything ''except'' INT became irrelevant. Once you get to level 30, the "Almost Perfect" trait brings every stat up to 9. The only thing it doesn't do is make up for lost skill points. Roll up that 10 INT character RFN.
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wisdom, not intelligence


* ''PlanescapeTorment'' 's Wisdom and Intelligence stats are pretty much god, due to it providing the most dialogue along with experience boosts. Amusing considering that your default class is Fighter.

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* ''PlanescapeTorment'' 's Wisdom and Intelligence stats are stat is pretty much god, due to it providing the most dialogue along with experience boosts. Amusing considering that your default the Cleric class (the only one that can actually benefits from high wisdom) is Fighter.not available to your character. Contrary to popular belief, wizards do not benefit from a high wisdom, only from intelligence.
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* In {{Gearhead}}, a {{Roguelike}} mecha-RPG, the Reflexes ability determines almost all your mecha piloting capabilities. This is, let's reiterate, in a game based around ''being a mecha pilot''. Oh, and it helps with most of your hand-to-hand combat abilities when you're forced to fight on foot, too. Among skills, the -- what else -- Mecha Piloting skill also qualifies.
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** Dexterity give bonuses to initiative, armor class, ranged attack bonus, melee attack bonus (with a feat), spell effectiveness (with a feat), many useful skills and reflexes. Building a character around Dex is almost always a good idea.

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** Dexterity give gives bonuses to initiative, armor class, ranged attack bonus, melee attack bonus (with a feat), spell effectiveness (with a feat), many useful skills and reflexes. Building a character around Dex is almost always a good idea.
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** Dexterity give bonuses to initiative, armor class, ranged attack bonus, melee attack bonus (with a feat), spell effectiveness (with a feat), many useful skills and reflexes. Building a character around Dex is almost always a good idea.

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** In the realm of attributes, Soul is the most important to pump up. Body & Soul determine health, Mind & Soul determine energy, and all three determine combat value. Since checks based only on a single attribute are extremely rare (and the most common is Soul for defense against Soul attacks), min-maxers will always have high Soul.



* In Tactical [=RPG=]s that rely on clockticks rather than alternating between teams (''FinalFantasyTactics'' in the former, ''FireEmblem'' in the latter), speed is the most important stat in the game, because more speed = more turns. The most abusable version of this is in the (shock of shocks!) NipponIchi game ''PhantomBrave'', where combined with [[LevelGrinding Standard Nippon Ichi Tactics]], you can complete any map without the enemy even getting a turn. (And if your speed is too low, the enemy will wipe you out before ''you'' get a turn.)

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* In Tactical [=RPG=]s that rely on clockticks rather than alternating between teams (''FinalFantasyTactics'' in the former, ''FireEmblem'' in the latter), speed is the most important stat in the game, because more speed = more turns. The most abusable version of this is in the (shock of shocks!) NipponIchi game ''PhantomBrave'', where combined with [[LevelGrinding Standard Nippon Ichi Tactics]], you can complete any map without the enemy even getting a turn. (And if your speed is too low, the enemy will wipe you out before ''you'' get a turn.)



*** It is worth noting that in ''Phantom Brave'', Speed ''is'' a damage stat, although only for a limited number of relatively unusual abilities, which mostly revolve around the "wand" and "weed" (the plant, not the drug) weapons. The same goes for every stat: INT and ATK (which are only for attack) certainly have the most attacks that use them, but ''every stat'' has some attacks whose damage is based on it. Including HP, which can be slightly problematic without the right skills on the character.

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*** It is worth noting that in ''Phantom Brave'', Speed ''is'' a damage stat, although only for a limited number of relatively unusual abilities, which mostly revolve around the "wand" "trolly" and "weed" (the plant, not the drug) weapons. The same goes for every stat: INT and ATK (which are only for attack) certainly have the most attacks that use them, but ''every stat'' has some attacks whose damage is based on it. Including HP, which can be slightly problematic without the right skills on the character.character.
*** Speed was so important that some weapons were actively unusable (e.g. crystals, signs, and rocks) because they gave huge speed penalties. In the early game, you can get by thanks to the defense bonuses, but by higher levels, the penalties become ''crippling''.


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** It's worth noting that weapons that use two stats are considered inferior to weapons that use one stat because of the system for using specialists to maximize an item. 8 specialists boosting one stat or 8 specialists getting averaged (halved) between two stats and coming out equivalent to 4 specialists? You decide.
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* Similarly to the above, the [[TheMatrix Matrix]] RPG [[http://www.scribd.com/doc/14108115/MatrixRPG]] There Is No Spoon has a Matrix stat which is rolled pretty much constantly, and trumps mundane skill. There are other things to spend character points on, but the game admits flat-out that Matrix is the god stat.

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* Similarly to the above, the [[TheMatrix Matrix]] RPG [[http://www.scribd.com/doc/14108115/MatrixRPG]] com/doc/14108115/MatrixRPG There Is No Spoon Spoon]] has a Matrix stat which is rolled pretty much constantly, and trumps mundane skill. There are other things to spend character points on, but the game admits flat-out that Matrix is the god stat.

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* Several RPGs, usually light or humorous ones, ''literally'' have a single stat for everything your character does. These include Strength in [[http://en.wikipedia.org/wiki/TWERPS TWERPS]], Number in [[http://adept-press.com/role-playing-games/trollbabe/ TrollBabe]], and Power in [[http://www.1km1kt.net/rpg/stickguy-the-role-playing-game StickGuy]].
* Similarly to the above, the [[TheMatrix Matrix]] RPG [[http://www.scribd.com/doc/14108115/MatrixRPG]] There Is No Spoon has a Matrix stat which is rolled pretty much constantly, and trumps mundane skill. There are other things to spend character points on, but the game admits flat-out that Matrix is the god stat.
* Parodied in [[http://web.archive.org/web/20051024220642/http://www.unclebear.com/downloads/badtudes.pdf Bad Attitudes]], an ActionMovie RPG. The only stat is Attitude, which is initiative, HitPoints, and points to spend on the important skills (shooting, hand-to-hand, driving, not falling, and picking up girls/guys). The only other skill, despite being an all-encompassing knowledge skill, is called Basically Worthless Stuff. There are three 'classes', Regular Folk, Sidekicks, and Action Heroes, with progressively-higher Attitude scores. Action Heroes can only buy the five action skills; Regular Folk can only buy Basically Worthless Stuff. Damage is also class-based. Essentially, everyone should be playing a brainless Action Hero.
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* Partially averted in SeventhSea, where each of the five core stats had a vital function in combat - Finesse for hitting, Wits for defending, Brawn for dealing damage, Resolve for taking damage, and Panache for initiative and number of actions. Panache is usually held up as the most powerful, but using any as a DumpStat is likely to hurt, especially as an important resource called Drama Dice are based on your ''lowest'' stat. Interestingly, as it's a PointBuildSystem, the best way to make a powerful character is simply to spend a high proportion of your points on stats in general.

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* Dexterity is king in Cinematic Unisystem, the core engine of the BuffyTheVampireSlayer, {{Angel}}, and ArmyOfDarkness RPGs. It's used for several useful skills, initiative, attack rolls and defence rolls, as usual, but the real GameBreaker is that it sets ''the number of combat actions you get per round''.
* Durability in the {{Marvel}} Universe RPG. It's your HitPoints, of course, but it also provides energy, the fuel for all your skills and powers. Characters have the option of using Intelligence for energy instead, which is even better.
* Realm and Spirit in {{Nobilis}} are usually seen as the poor cousins to Aspect and Domain. Domain is your ability to work miracles, according to your concept, so it's the stat that a thunder-god uses to throw lightning bolts or a nightmare-demon uses to manipulate fear. Aspect is basically the stat of being JamesBond or {{Batman}}; it governs doing anything a mortal can theoretically do, but better. While the other two stats are useful, Spirit is largely defensive and Realm only works in your home locale. Notably, Third Edition is replacing Realm and Spirit with new stats (Treasure and Persona).
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* Except in 4th Edition, you have Agility. To make it clear, Agility is the base skill for EVERY combat stat, with one exception (Dodge, which, to be fair, is pretty important). What this means is that having a high Agility makes you equally capable with melee weapons, guns, grenades, heavy weapons, vehicle-mounted weapons, your fists... You get the idea. Since it's much easier to increase your skill ratings than to increase your attributes, a combat character can just start with a high Agility (Augmented by one of the exceedingly cheap Agility-boosting implants) and spend a few skills points and - voila! Instant combat master.

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* Except in 4th Edition, Edition Shadowrun, you have Agility. To make it clear, Agility is the base skill attribute for EVERY combat stat, skill, with one exception (Dodge, which, to be fair, is pretty important). What this means is that having a high Agility makes you equally capable with melee weapons, guns, grenades, heavy weapons, vehicle-mounted weapons, your fists... You get the idea. Since it's much easier to increase your skill ratings than to increase your attributes, a combat character can just start with a high Agility (Augmented by one of the exceedingly cheap Agility-boosting implants) and spend a few skills points and - voila! Instant combat master.
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* Except in 4th Edition, you have Agility. To make it clear, Agility is the base skill for EVERY combat stat, with one exception (Dodge, which, to be fair, is pretty important). What this means is that having a high Agility makes you equally capable with melee weapons, guns, grenades, heavy weapons, vehicle-mounted weapons, your fists... You get the idea. Since it's much easier to increase your skill ratings than to increase your attributes, a combat character can just start with a high Agility (Augmented by one of the exceedingly cheap Agility-boosting implants) and spend a few skills points and - voila! Instant combat master.

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* The D6 version of the ''StarWars'' roleplaying game had six stats: Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical. While you should have at least one character specializing in each stat, ''all'' your characters should have a high Dexterity (to use weapons and dodge attacks; you only get 5 hit points in this game!), Perception (to [[MemeticMutation shoot first]]), and Strength (to avoid losing one of your precious hit points when you get struck; again, you only get 5 hit points in this game!) Move is as useful as ever. Force-sensitives ''must'' invest in the three Force stats if they want to use the Force.


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* ''FinalFantasyX'' inverts this, however: There are HP, MP, strength, defense, magic, magic defense, speed, accuracy, and evasion. Note that I didn't say "luck". Why? Because luck never comes up in the game!
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** Besides speed, move and jump are also potential game breakers. And if there are different movement types, that too. Actually, if you combine speed, move, and jump, the other stats don't matter: You've got someone who can strike and then retreat safely out of range before the enemy can attack.
** ''OgreBattle'' doesn't make a big deal out of speed, but there are ''many'' stats that qualify:
*** Alignment. Why? Because of the reputation system. Also because of virtue- and bane-elemental skills. Did I mention that it affects class? That all healers require a good alignment? And that all healing spells are virtue-elemental? And that only virtue-elemental attacks can permanently vanquish the undead without killing all the enemies? Yeah.
*** Movement type. If you've seen "sky" movement types, you'd understand. Most players make one or two all-Hawkman units.
*** Number of moves. This alone makes the princess a GameBreaker. While you all get one move in the first turn, and those with 2+ moves get a second one in the second turn, and those with 3+ moves get a third one in the third turn, and those with four moves (only possible with a princess) get a final move in the fourth turn, this is still very easy to abuse.
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** As far as hard stats go, the one to rule them all is Speed. While you could build Strength, Magic Power, Hit Points or even resistance against instant death attacks with various level up bonuses, items and spells do all of the above so much better and leave you free to increase Speed, which could get your team about one turn every two seconds instead of every six if you're serious about it.
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Moving an example from Dump Stat that was actually this trope.


[[AC:Webcomics]]
* ''Yamara'' explored this concept in the context of ''DungeonsAndDragons'':
--> '''Blag''': Cause ya see, girlie, nobody cares if ya got an 18 Intelligence. Nobody'd care if you were one o' th' lucky broads with a 18 '''Wisdom!''' All that counts is a nice, round 18--
--> ([[http://www.yamara.com/yamaraclassic/index.php?date=2005-06-02 see the right answer]])



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** On the other hand, a rogue maxing dexterity can become a rather potent tank. Dexterity determines damage output, modified to be higher with certain weapons, along with attack and defense. These increase your chance to hit and to dodge respectively. With consistent dexterity investment, a few necessary talents and a good amount of spell resistance, a rogue can outperform a warrior.

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** This Troper begs to disagree, and suggests it's your group(s) rather than the game. Quickness is good, but it's not the Best at all. Intelligence can give you huge numbers of skills, Body is absolutely vital for taking damage, Int and Willpower do a good many of the same things as Quickness and more, and Charisma can be far more useful than any combat skill in this game. Quickness is vital for some character types - but nowhere's near all. It is indeed, however, the kind of stat which appeals to many min/maxers.



**** Taken to ridiculous extremes in Super Robot Wars K, where stat bonuses to a pilot were fixed. Focus everything on one pilot and his/her mecha, and you will be ''yawning'' your way through the fianl boss because, at best on even a ''critical'' hit, he'll only do [[NighInvulnerable 10 points of damage]] to your mech (which always has at least a few thousand hit points to chew through). How does this troper know? He did it before.
*** Hit is also extremely important. However, theres not much you can do outside of Strike/Focus spirit and Hit increaseing parts. In games with the pilot point system on the other hand you can ramp up your pilot's Hit and Evade to make them much more powerful. (Or if you're talking about a tanking mecha, Defense)

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**** *** Taken to ridiculous extremes in Super ''Super Robot Wars K, K'', where stat bonuses to a pilot were fixed. Focus everything on one pilot and his/her mecha, and you will be ''yawning'' your way through the fianl final boss because, at best on even a ''critical'' hit, he'll only do [[NighInvulnerable 10 points of damage]] to your mech (which always has at least a few thousand hit points to chew through). How does this troper know? He did it before.
***
through).
**
Hit is also extremely important. However, theres not much you can do outside of Strike/Focus spirit and Hit increaseing increasing parts. In games with the pilot point system on the other hand you can ramp up your pilot's Hit and Evade to make them much more powerful. (Or if you're talking about a tanking mecha, Defense)



** This troper also built a hilariously effective wizard build, using a half-orc with almost everything pumped into getting more mana. The reason was that the cheap, cheazy little tiny-damage necromancy spell activated almost instantly. In real-time mode, you could then chain-cast almost anything to death. This made the normally difficult-to-play real-time combat into an amusingly easy romp.
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** Somewhat averted in Sixth Edition, though, where 'figured' characteristics as such no longer exist (the stats are still there, but are bought up or down separately from fixed base values). Dexterity is still ''good'' -- it determines initiative, after all, especially in that all-important first phase where everybody who isn't caught flat-footed gets to act once before taking a free recovery, and it still has a number of important skills riding on it. But it's no longer the god stat, and its cost has correspondingly dropped to two character points per +1.

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** Even more so is the Generation background. Five dots at character creation will put you at 8th generation, with a higher blood pool and the ability to use more blood points per round, which will help out with healing and almost anything else you can think of.



** This appplies to absolutely all White Wolf games, except for nWoD. Dexterity improves your attack, defense, ability to do damage, and, usually, initiative, all at once. Other physical attributes can't do even half of that in standard situations. Moreover, Dexterity is commonly used in combination with a lot of useful skills, from Stealth to Drive. Strength and Stamina... aren't. This disparity reaches ridiculous proportions in ''Scion'', as Epic Attributes provide much greater benefits that normal ones.

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** This appplies applies to absolutely all White Wolf games, except for nWoD. Dexterity improves your attack, defense, ability to do damage, and, usually, initiative, all at once. Other physical attributes can't do even half of that in standard situations. Moreover, Dexterity is commonly used in combination with a lot of useful skills, from Stealth to Drive. Strength and Stamina... aren't. This disparity reaches ridiculous proportions in ''Scion'', as Epic Attributes provide much greater benefits that normal ones.

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