gurugeorge
Arcane
Stat checks still treated Might as a strength check. Had they given casters and martials separate checks it probably would have been better received.and is logically inconsistent (Muscle Wizards)
That was sort of explained, kinda.
Might represents either physical or spiritual strength, whatever that means, so a Wizard with high Might isn't a bodybuilder, he's spiritually very strong.
Definitely agreed. I don't have a problem with having one "oomph" stat for physical fighting damage and magic damage, but do I think non-combat/skill checks should have been separate.
I always rather liked Champions Online's solution to the (let's call it the) "oomph stat balancing problem" - there were the usual distinctions between strength, speed, intelligence, etc., and you could build a stat distribution respecting your rp, but you could set your main stat as your "super stat" and everyone got roughly the same boost (with some variation from gear progression possible) to their damage from doing so, but the stat worked normally in all other respects (e.g. in terms of tinkering skill for int, etc.). Ofc that was in a context where they were designing partly for PvP, where doing such a thing makes most sense. But conceptually it's a neat idea.
For PvE, I don't think the reason for doing such a thing is necessarily the bad one of, "everyone must win, all get prizes" but rather the good one of making sure that class choices aren't anomalously "lumpy." That every class should be a viable damage dealer makes sense for computer games, which (let's face it) usually devolve to "DPS is king." The only alternative I can see is to have generous, plentiful and impactful storyboard sequences, so that all stat picks have a chance to shine outside the matter of damage dealing, and DPS is no longer the most important thing in the game.
Also, ofc in games where teamwork matters, like in some MMOs, you can have extreme specialization in support at the cost of damage dealing, but even MMOs tend to devolve to DPS mattering the most.