FrogReaver
As long as i get to be the frog
There is no fix without buffing wizards even more.
Add more classes and subclasses which get hefty bonuses from Intelligence. You don't hear complaints about people dumping Charisma in this edition precisely because Paladins, Sorcerers, Warlocks, and Bards all use it and they multiclass together so smoothly.
Imagine if Expertise added your Intelligence bonus to skills instead of double proficiency bonus. Or you could Action Surge Int modifier times per long rest. Or Warlocks were based on Int instead of Charisma. There would be no dump Intelligence issue then!
I'd like to make Intelligence less of a dump-stat in 5th Edition, and I'm stuck. I'd like to solicit some fresh ideas and feedback from you all. For whatever reason, this stat seems to get tanked 9 times out of 10 and there isn't much consequence for dropping it as far as possible. I'd like to change that with a house rule, so that tanking Intelligence is at least as unpleasant as tanking Dex or Wis. Here are the ideas I've come up with so far.
Idea 0: Don't Worry About It
Yes, I suppose "do nothing" is always a valid approach. If everyone in the party would like to tank their Intelligence in order to get an extra point in whatever, who am I to argue? As a DM, I can always get creative and inject consequences into the story--the party ends up getting cheated more often, they keep finding stuff that they can't make sense of, or NPCs take advantage of their gullibility, that sort of thing. (And I can invent new monsters and new spells and such to exploit/punish them directly for tanking Intelligence, too, but that feels like a dick move since the players aren't breaking any rules. There's nothing wrong with having a dump stat, I just wish Intelligence wasn't such a consequence-free, obvious choice.) It disadvantages low-Int characters in subtle ways that they might not even be aware of--kind of like me in real life.
Idea 1: Bonus Proficiencies
The character gains a bonus language or tool proficiency for each point of Intelligence bonus...so a character with a 15 Intelligence would get two tool proficiencies, or two languages, or one of each. The idea here is that higher intelligence makes it easier to learn languages and master different skills, very reminiscent of earlier versions of the game. I suppose I could open it up to weapon or skill proficiencies; but that seems like a fast track to cherry-picking and other exploitation...I'd rather not. This rewards characters for not tanking Intelligence rather than penalizing those who do, and it's my favorite option so far.
Idea 2: Magic Item Attunement
Intelligence determines how many magic items may be attuned to the character at one time. The number of magic items a character may have attuned might be equal to 3 + their Intelligence modifier (minimum 1). Or maybe characters with Int 13+ can attune 4 magic items, while those with Int 9 or less can only attune 2. The math will need to be polished, of course, but the idea here is that higher intelligence makes it easier to understand and manipulate arcane forces. Wizards will be able to attune to more magic items than other characters on the whole, which kinda makes sense to me. I like this idea, but tampering with magic item attunement makes my Spidey Sense tingle.
Idea 3: Intelligent Initiative
(Hat tip: @Phineas Q. Conundrum, @Spohedus, others)
Initiative is based on Intelligence, not Dexterity. Low-intelligence characters will be slower to "put two and two together," and are therefore slower to recognize danger, which means they have lower Initiative. A less-severe way to handle this is to have Initiative be based off of Dexterity or Intelligence, whichever is lower. This is a great idea for a number of reasons, but especially for its simplicity. Players hate going last in initiative, for some reason. Never understood that.
Idea 4: Reduced Learning Time
(Hat tip: @iserith, others)
Intelligence is a measure of a character's learning capacity, so it makes sense that highly-intelligent characters would learn things more quickly than others. And it would explain why it took me so long to earn my engineering degree. The amount of downtime that characters need to learn new languages or tools is dependent upon their Intelligence modifier...something like +/- 10 days per point of Intelligence modifier. (I know that there are new rules for downtime in Xanathar's Guide to Everything, but I'm hesitant to allow stuff from non-PHB sources--because as soon as I do, I open the floodgates and my players assume Xanathar's Everything is Allowed now.)
Thoughts? Criticism? Mockery?
1/10/18: Thanks for the new ideas, everyone. Keep 'em coming! My next campaign is kicking off after St. Patrick's Day, and I'm gonna need to make a decision soon.
- intelligent enemies will use grapple and similar tactics, especially against anyone they might perceive to be physically weak
- I never use Passive Perception in terms of locating secret doors or traps, unless the trap is something large and crude, you will need to declare specifically where you are searching, sometimes how you are searching and what you are looking for - and that requires Investigation
- intelligent enemies are unlikely to leave loot out in the open, the best stuff WILL often be hidden, and you may need to work hard to find it
- As per the PHB, I do use other stats for skills if applicable, such as Strength for Intimidation as an example.
My group never found a lovely cache of Dwarven armour and weapons because they didn't bother to examine a pair of statues closely...