James McMurray
First Post
That's exactly what we're doing.
What it means is that they can choose to be super-optimised for their class (and dump Int) or they can choose to be a more well-rounded character rather than pump the key stats and have more flexibility in doing other stuff - like, for instance, finding magic items with Arcana skill.
Otherwise, why not just ditch ability scores altogether, if you don't want to give them the penalty for not picking them? What do you do if diplomacy or bluff is important and none of the classes are Cha focussed? What if athletics is important to climb something and none of the classes are Str focussed?
Different party compositions mean that different parties will have different ways of resolving problems. Just like an all fighter party will fight differently from an all rogue party or an all wizard party, they will have to have different ways of resolving skill related problems.
Regards
I misquoted the rule. It is DC 15 + 1/2 level. Even that doesn't make it guaranteed at higher levels, which means a party needs someone heavily focused on Arcana (or Int-based and trained) in order to find all of the parcels that the balance of the system assumes they have.
I'm fine with low Arcana making it harder to find traps or hidden things (just as I'm fine if they don't cover all the knowledges, or nobody trains in Perception). Its the possibility of throwing the game's baseline assumptions out the window that bothers me.
If you intend for magic items to be mysterious and usually masquerading as real items, keep the rules as they are. A party full of Wizards shouldn't complain about lack of melee ability, and this is a similar situation in my opinion...
Where's this rule? The 15+1/2 level is for zones and conjurations but you are looking for the magical effects, which is 20+1/2 or was there errata bringing these all down by 5?
The PHB says you can use arcana to find magic items.. it does not say that it is the expected way to find magic items, just that it helps locate ones they can't see.
DMG 125 says that over the course of a level a party of five should find 4 magic items. If they don't, that means that you've made them too hard to find.
If they encounter a magic item that they can see, they will probably know it's magic. If you notice, the magic items displayed in most of the pictures glow very obviously. The lack of a rule for "determine if an item is magical" is pretty telling in itself.
Putting it this way: A party with nobody trained in arcana gets 4 magic items just like any other party. If you know a party has good arcana rolls then putting them in such a way that you need to arcana to find them is good because it rewards them for having arcana.. but if they don't you shouldnt punish them for that.
This.
They chose their characters, let them deal with the ramifications of those choices, both good and bad. That's half the fun.
If you create a character that is all about the hack and slash, and not about what comes between, then be it on your own head. I see it as a means of mitigating against the power gamers. If they don't find all the treasure possible, then they end up being more in balance with the power of unoptimized characters.
I can certainly understand the "sacrew the bastards" school of thought, and used to be that kind of GM. I decided a while back that I'd rather everyone have fun though, so it doesn't work for me anymore.
True. Then again, it would take a bit of a leap to go from "nobody has an Int-based class" to "everyone focused on fighting and ignored the rest of the game system."