Balancing the mud
Take headbutt for example... a con fighter has a chance to kill a dex fighter, but a dex fighter can still tumble out of the way. Same with bash. This is a good example of putting each of the fighting skills in "check."
In short, one should be able to have some sort of defense against the other's skill OTHER than pumping up the stat necessary for that attacking skill.
Ie. One shouldn't have to have "High con" in order to be able to defend him/herself from a headbutt.
An even better example is Warcry. At the moment, I know of nothing which counters warcry short of pumping your con up so that they don't para you. It is cool, yes, but it makes warcry way too powerful (in the new system).
So you see.. different type of fighters should have distinct attack capabilities and also distinct capabilities to defend themselves from other char types.
That would ultimately make the three stats somewhat balanced... I think.. =)
I'll write a list of possible skills and checks on a append to this :)
-- Aeolus :)
With the addition of bows and the available level of skill, along with the chance of certain physical combat attributes based on perception, it is indeed at least partially a fighting stat.
I think the goal was to make it at least an option in and of itself as a fighting stat, or something that could be used alternatively to the primary three. Of course, this adds another layer of difficulty balancing 'fighting' stats.