Dunno if you guys noticed but Josh posted tons more in that thread.
Example (speaking about the problems with making STR a requirement for using weapons):
http://forums.obsidian.net/topic/64712-attribute-theory/?p=1401049
Josh Sawyer said:
The other problem it creates is tiered weapon types, which narrows certain classes/builds into using the higher tier weapons exclusively. A/D&D has never had particularly great weapon balance, but the contrast became stark in 3.X and even more clearly delineated in 4E. No fighter would regularly use a Simple Weapon in 3E because its Martial equivalents are almost universally superior. And of course, in 4E, no fighter would regularly use a Simple over a Military or a Military over Superior assuming they can take the requisite feat. More than even 3.X, 4E funnels characters into lifelong equipment types based around what's ideal for their stats. If you're wearing some form of hide armor and using a bastard sword at 5th level, you're probably going to be using more magical versions of the same stuff at 10th, 15th, and 20th level.
The reason I think this is not particularly great is because it effectively removes (or at least drastically simplifies) decision-making for the character. Entire classifications of weapons and armor wind up essentially being junk choices. E.g. medium armor in 3.X is a plague upon almost any character. If you have no Dex bonus, you're going to wear heavy armor. Once you get full plate, you're going to wear full plate forever if at all possible. If you have a high Dex bonus, you're going to wear light armor. Once you get a chain shirt, you're going to wear a chain shirt forever if at all possible.
I put STR reqs on weapons in F:NV to give more importance to STR, but I think it messed with the balance of weapons. High STR weapons didn't just have to be balanced relative to weapons in their tier. They had to be balanced relative to other weapons in their tier as superior weapons because they required an investment from the player to properly use them.
Strength is one of the most difficult attributes to find immediate and universal applications for that don't wreak havoc with other game systems. Damage superficially makes sense but makes less sense when you think about attacks that aren't powered by the physical strength of the wielder.
As I wrote earlier, these are what we're working with now. As we keep testing and listening to feedback, we may move them around.
Josh is a bloatfag.
Weapons should be built around purposes, not just damage output.
Characters should be built around weapons they want to specialize in.
Make a fighter that isn't terribly strong but is smart and agile, and he will probably pwn other fighter builds in single combat with right weapon, but may encounter trouble when pitted against, say, giant mudcrab.
Make an oaf with big hmmr, and he will probably crack the mudcrab open in a single turn or whatever despite the other type of fighter being able to stab him dead with little effort.
Specialization should be just that - specialization - instead of just pwning moar.
The only tiering should be material/craftsmanship/enchantments in each weapon class, barring maybe impromptu combat implements, but even in case of those reforged scythes were fucking brutal.
Josh Sawyer said:
I believe every attribute, if dumped, should harm every build because there are two logical consequences if they do not:
1) If I can dump without significant consequence, it is likely (though not necessarily true) that bumping it is similarly without consequence. This means character concepts that bump that attribute are inherently worse off for having done so.
2) If one class can dump stats without significant consequence and others cannot, in practice that class has more attribute points to play with. E.g. fighters vs. monks and paladins in 3.5. When one class has abilities that derive benefits from a narrow range of attributes, it becomes difficult to balance their powers against classes that derive benefits from a broader range of attributes.
True dat.
No you dumb, dumb man. It is not the same once you get the bare minimum to swing it, because stuff with lots of endurance can take a lot of punishment, ergo, the harder you swing the faster that stupid big thing is going to fall down. Take a hammer to a car and the strength of the people hitting it does matter.
I have limited experience with smashing people's cars, but in combat you aren't just hitting inanimate object as hard as you can and even if you want to hit an inanimate object as hard as you can technique can be far more important than raw strength - ever chopped wood?
What i dont agree with is bears that are nobel in chemistry.
Wat.
What does touch AC have to do with anything?
Some attacks, both ranged and melee are easier to dodge than others and it doesn't necessarily depend on damage dealt by them. Dodging multiple attacks will also be harder than dodging the same amount of identical attacks spread over time, while armor doesn't make such distinction.
Armor also keeps protecting you if your movement is restricted, although attacks that can bypass it will have greater chance of doing so.
Dodging, armor, blocking and parrying are each their own thing working in different ways and with varying effectiveness against different threats - they should not be conflated.
I like this but this is a fantasy game afterall, what if you're facing a dragon who has nigh unpenetrable hide, shouldn't extra STR benefit you then?
At most it should give you penetration bonus, but it too should cap depending on weapon.
After you max out the penetration you should only get normal damage.
And that's assuming that the penetration bonus will actually be enough to achieve damage.
When used against hard enough stuff with progressively more force some weapons will simply go straight from "no damage" to "weapon broke", skipping damage dealing phase entirely.
SWORDS ARE STRONGER THAN DAGGERS, I AM SO SMART THAT I REALIZE THIS
If you want to balance daggers, you either include a lot of situations where they are the only available or practical weapons (for example you had to leave your main armament outside or are fighting underwater, or are pushed into a knife fight in a phone booth kind of scenario) that can be avoided at some cost, or make daggers and other "shit tier" weapons generic weapons using no particular weapon skill to make them viable to both non-combat classes and as emergency weapons or merge them into, for example stealth, skill.