Multiple Ability Dependency: Difference between revisions
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[[Multiple Ability Dependency]], often shortened to '''MAD''', is a [[Dungeons & Dragons]] term that refers to a [[class]] or [[build]] that requires high scores in many different abilities in order to be effective, as opposed to most classes which are dependent on only one or two. Classes or builds that suffer from MAD are generally underpowered in comparison to more specialized classes, as getting high scores in a large number of attributes is difficult. | [[Multiple Ability Dependency]], often shortened to '''MAD''', is a [[Dungeons & Dragons]] term that refers to a [[class]] or [[build]] that requires high scores in many different abilities in order to be effective, as opposed to most classes which are dependent on only one or two. Classes or builds that suffer from MAD are generally underpowered in comparison to more specialized classes, as getting high scores in a large number of attributes is difficult. | ||
The archetypical example is the [[Dungeons & Dragons 3rd Edition|3rd Edition]] | The archetypical example is the [[Dungeons & Dragons 3rd Edition|3rd Edition]] Cleric, which is dependent on | ||
* good strength for offensive capability, | * good strength for offensive capability, | ||
* good dexterity for AC, | * good dexterity for AC, |
Revision as of 05:20, 16 August 2014
- This article is about a D&D term. For when people are MAD, which they generally are when they have to deal with MAD, see rage.
Multiple Ability Dependency, often shortened to MAD, is a Dungeons & Dragons term that refers to a class or build that requires high scores in many different abilities in order to be effective, as opposed to most classes which are dependent on only one or two. Classes or builds that suffer from MAD are generally underpowered in comparison to more specialized classes, as getting high scores in a large number of attributes is difficult.
The archetypical example is the 3rd Edition Cleric, which is dependent on
- good strength for offensive capability,
- good dexterity for AC,
- good constitution for hit points,
- good intelligence to make the best use of his skills list (6/10 base skills require Int, and some skills gained through domains do as well),
- good wisdom for casting spells,
- and good charisma to be able to turn/rebuke at a reasonable rate.
Thus the Cleric SHOULD be relegated to tier 5, where it begs for spare change alongside the Healer class, the NPC "Expert" class, and unoptimized Fighters.