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Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.
Emphasis added.
While your complaint is one that has come up many times, there are many others like me who actually appreciate the flexibility this sytems allows. Yes, you can build a "roided out physical beast" of a wizard if you want, though at the expense of other attributes. And why not? Who says mages have to be spindly recluses who care for nothing outside their studies?
Every stat in this game has use for every class. Might is no exception. Its relevant to all damage focused builds.
There's nothing forcing you to choose to do that. Just because it's an option, doesn't mean it's who your Wizard is. If you don't want your Wizard to lift people off the ground, then just don't.
Ever played D&D? Your Wizard could be enhancing his physical strength with magic energy. Or The Force/whatever. It isn't that immersion breaking if you add a sprinkle of imagination to justify game mechanics. The way the Attributes work is this basically make it so every stat is helpful and a solid choice to invest in. Min/Maxing is still a thing but much less of a pendulum compared to D&D etc.
Personally I don't care for this Attribute System ... but I'm probably biased due to years of AD&D, Pathfinder, Shadowrun etc.
You understand nothing dude.
On Attributes did Obsidian pretty good work.
And the Might is absolutly well maded attribute.
And yes, Might also increases the physical damage done by a wizard with ordinary weapons, but that is meaningless, because it doesn't turn wizards into fighters. There is no strength requirement for weapons and armor. A high Might wizard is still missing the class traits of a fighter - no matter whether player wants the wizard to be well-trained and in superior physical condition.
With the example of the iron bars at the entrance to the sewers below Raedric's Keep, you may choose to use a pry bar with anyone, but if you choose the Might option with a wizard, it doesn't need hands to bend the bars.
https://www.youtube.com/watch?v=oV2zSjWivQ8
Also read --> https://pillarsofeternity.gamepedia.com/Uses_of_Might_in_interactions
They're no joke at melee with that staff spell and arcane veil. Definitely one of the stronger melee wizard classes in any classed fRPG I've ever played.
Might isn't sumb, plus it's not the first time it's being used in a ruleset. The context of the class defines the type of power. For a mage might is magic, for a fighter it's strength, it's valid, as long of course as classes have separate abilities so that there is no confusion.
About intelligence, that's a bad wording, it should have being named cunning.
I know that's why I said I simply stopped using it in conversation.
Yeah I get that too but itd help if my character actually had any spells that increased his physical strength in his repertoire. Though the imagination thing does help out sufficiently for me.
Again its about every stat being valid for every class. You don't need to do a super intelligent barbarian. Its just one possible build. And it allows you to get creative with your character concepts.
For example I did a character with the scientist background who was a 'barbarian' because she had anger issues. Not because she was from a tribal barbarian culture. She was really the group mechanic, who just tended to flail around wildly in combat.
But an average or even low int 'traditional' barbarian is equally valid. The entire system is designed to put things in the hands of the player. If your concept is a 'monk' who wears platemail and uses firearms, the game wont stop you.
I'll agree the stats could have been named better. But I love the fact that there's no predetermined dump stats for each class. Only for the build you pick.
Mechanically, the way Oblivion uses Might in this game leaves room for flexibility in character design. It's ironic to me when people complain about it "making" them play a character a certain way. This mechanic actually gives you more freedom than most RPGs.
Anyway, summoned universal wizard weapons aren't too special. Wizard still needs to cast more spells to boost fighting powers, or else it's necessary to hide in second row. Meanwhile, real warriors can jump into the fray immediately. Wizard class's base traits: Very Low Endurance, Low Health, Very Low Deflection, Very Low Accuracy. You cannot compensate that with attributes alone.
Sorcerer in The Witcher:
http://steamcommunity.com/sharedfiles/filedetails/?id=759476634