Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 14,367
This is a bad way to look at it. If you failed a roll that you had an 80% chance to fail, then going from 8 to 12 WIS would still have a 70% chance to fail. That's bad either way. Wisdom stats don't fix your problem. You fix your problem by getting some kind of immunity or killing whatever causes the problem more quickly. You're trading (for example) +1 on your strength rolls (which adds +1 to every attack and 1.5 to every damage with a twohander, so potentially occuring like 4-10 times a turn) for +2 on a roll for something you experience maybe once or twice an hour. That's silly.You'll get those attribute boosting items eventually if you're building for late game, sure. However through most of act I- Act III in KM the best items you'll find will offer +4 to an attribute at most, and the majority will be +2 items only. These are the most difficult parts of the game where a failed save can easily lead to a party wipe and you don't want to build obvious weaknesses into your character. This was kind of the point of my post, really. Building for late game can make the hardest parts of the game more of a struggle than they need to be.
Additionally, if you want the best XP rewards for your character you need to play with 'Skill Check User only gains XP' and have a bunch of stuff (persuasion, trickery and perception at the very least) all at a good level to give your protagonist character a head up during the initial stages of the game when they need it most.
If 12 WIS actually made you functionally immune to something it'd be good, but it doesn't. Your weaknesses come from your class. Fighters are always weak to will saves, period. A fighter with 12 WIS is a fighter who is significantly weaker at doing their job and is still weak to will saves.