This is important because the adventure regularly throws 5-14 hit point enemies in groups from 4 to several dozen that do like 1d6+1 damage a pop. But the rooms are rarely larger than 40 feet x 40 feet. A couple of Pelor clerics can mop up the room really damn quickly and keep on keepin' on.
Nah. The three stats you NEED in 5E D&D in roughly descending order are Wisdom, Dexterity, and Constitution. Strength and Intelligence and Charisma are generally useless. If you focus on those stats you'll have an average of about 15 points per stat judging by the playtest characters.. And it's not particularly difficult to get a 18 / 16 / 14 spread. A wizard is MAD, but not a cleric. Yes, this means that you're going to dump strength, but Radiant Lance does 1d8+4 damage, is always available, and there's no opportunity attacks for shooting lasers in melee (just a disadvantage) and there's no penalty at all for maneuvering around enemies.K wrote:and you still need a successful attack roll each round with your Multiple Attribute Dependency stats.
I can see charisma or intelligence being useful, but given how the Dungeon Master Pamphlet wanks on and on about bypassing the need for those checks if a player puts in enough effort, it's like, what the fuck?