Let's discuss about Classes and their stat relations.
We can all agree that that with every class, there will be redundant stats such as Str to Magical Users, and Int is to Phyiscal Classes. This characteristic has been such a case forever, ever since back the days of D&D. The obvious silver lining or blessing is that, it allows those classes to ignore a stat in favor of further enhancing their primaries. The irony here is that, the hybrid classes which can use all stats, suffer immensely due to being all rounder in stats as opposed to specialist.
IE . Eleanor/Saren, I would give them + 1 + 1 + 1 to all stats upon each level, and Loren would gain either +3 str, or +2 str, + 1 skill. Sure, Eleanor/Saren would have a good baseline in all stats, but would only end up doing like 30 dmg, while Loren would be smashing everyone for 100+, due to her specialized strength.
I don't particularly feel like having a stat underutilized is a bad thing, it allows specialization to take place and itemization to be far easier. I do appreciate the difficulty in making content that would challenge, or be easy enough for the players though.
IF you want players or characters, to choose stats that are anathema to their class, such as Int/Arcane for Physical, and Strength for Magical Users, you must give them an extra attribute that will make it extremely desirable to dip in.
Let's use what you posted on your blog. What I bolded could be an attractive attribute for an 'opposing' class, or even applies to 'opposing' only.
Constitution – increases character’s durability in battles. Each point spent in this attribute will increase the HP amount by 10. Each point also increases regeneration by 1
Will – increases character’s ability to use special attacks or spells in battle. Each points spent in this attribute will increase the SP amount by 10. Increases resistance to all elements by 2%.
Strength – increases character’s physical damage in battle. Each point spent in this attribute will increase the Attack value. Each point also drastically increases critical chance and reduces damage received by 1.
Skill – increases character’s ability to avoid or block physical attacks in battle. Each point spent in this attribute will increase the Defense value. Reduces the cost of MP/SP by 1 point.
Agility – increases character’s Speed value. Fast characters will move sooner and perform the same actions quicker than slower ones. Reduces RANGED damage received by 2 points.
Arcane – increases character’s Magical ability. A high value helps caster to cast more powerful spells, and also grants protection to magic attacks. Each point also increases the amount of healing from others received.
So adding a secondary incentive, or double traiting each stat is a possiblity.
Another way to make ALL stats desirable, is to globalise them under a bigger umbrella. Instead of stats such as Str/Int, AGI/SKL, etc. Reclassify them as something else. This system was used in a few mmos such as Champions Online and WoW, as well as others.
Constitution – increases character’s durability in battles. Each point spent in this attribute will increase the HP amount by 10.
Will – increases character’s ability to use special attacks or spells in battle. Each points spent in this attribute will increase the SP amount by 10.
Offense – increases character’s overall damage in battle. Each point spent in this attribute will increase the Attack value.
Conservation – increases character’s ability to avoid or block physical attacks in battle. Each point spent in this attribute will increase the Defense value and reduces spell cost.
Agility – increases character’s Speed value. Fast characters will move sooner and perform the same actions quicker than slower ones. Also, increases critical hit chance.
Arcane – increases character’s regeneration. A high value helps caster to cast more spells more often, and also grants protection to magic attacks.
Food for thought.
In relation to elemental resistance, you could always use a figure instead of a flat connotation such as resist/immune. So something like 50%-100% fire resist, etc. A general RPG fact is, if you stack a resist hard enough (and mess up your itemization) and bring a resist to 200%, you start absorbing it. So someone with 200% fire is going to love hugging dragons.
I hope Nightmare is hard enough. Else I will kick that kitten. And the little dog too.
Cheers


