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But these classes should do enough damage even without a higher Str core if you utilize their class perks (Spezial Arrows, Poison, Sneack Att DMG) and you mostly don't need ACC from your gear and can use items that boost their phy dmg
Also spoiler:
There is a story character that can get a passive to scale its Damage for 30% of their dex and an item exists that makes it so that you scale the damage of your dex but it is late game
Intelligence is the damage stat for all magical attackers (mainly Mages and Priests).
Dexterity affects accuracy, initiative, and dodge rate, which is presumably why Archers (who attack at range, and thus need more accuracy) and Rogues (who are squishier and thus may want more dodge since they fight in melee range) get the extra dexterity.
And yes, that's one reason I like to have folks I want to be Rangers/Assassins (both of which are excellent classes late-game, with their T3 versions being even better) spend time as a Knight (or better a Monk), rather than leveling them as a Rogue/Archer, so they get some extra Strength before I switch them into their final class.
It's probably relevant that the unique Archer and unique Rogue characters both get special skills to boost their damage to compensate (and even then, I like to change their class to something else for a bit).
Very late game (like, shortly before the final battle), you can get extremely rare items that will mitigate the issue
It is probably a balancing choice but you get the tools to make the classes work
That said, you do no damage if you can't hit your target, so Dexterity has value for them too.
And note that traits (including trainings, like the one you get from training with Falkreath) have a large effect on stat growth as well.
Every class has different growth rates, so you can put folks in the class that will make them grow better towards what you want them to be. In particular, the Tier 2 classes (e.g., Assassin, Ranger, Knight, Bard, Paladin, etc.) all have minimum stat requirements but generally give better growth rates. The basic T2 classes (e.g., Knight, Ranger, High Mage, etc.) tend to align their stat requirements with the growth of the base class (so Ranger requires 12 Dex and 10 Str to switch, while Knight requires 12 Str and 10 End, and High Mage wants 12 Int and 10 Wis), so you may want a class that aligns its growth with those stat requirements to hit the higher class ASAP (and thus get the better growth rate and better skills). The hybrid classes (e.g., Monk, Paladin) tend to have weirder stat requirements, which can be harder to hit.
Rogue in particular tends to have a Jack-of-All-Trades stat growth, so can be useful if I want to hit the minimum requirements for one of the hybrid classes sooner (especially Bard, which it matches with very nicely). At the cost of maybe having slightly less Str than if they had leveled as a class with better Str growth.
If I have a character I want to be an Assassin in the end-game, I like to switch them to Monk ASAP to have them level up in that class for a while, for the extra Str there.
You can get every master class once per playthrough so you can't get 3 Dragon Knights in your main party (in your first save) but you can use a saint and a Dragon Knight in the same party without a problem
Each Master class is restricted to one character. If that character dies/leaves you can make someone else a Master, and you have the option to make them surrender their class if you decide you want them to be a different class instead.
There are 6 different Master classes, though, so in theory you can have a main party made up of 6 characters, each of whom is a different Master class. And of course the tier-2 hybrid classes (Paladin, Bard, etc.) are unlimited, and in some cases may be more useful.