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Size, Carrying Capacity, Strength, Athletics, Mobility
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<blockquote data-quote="Yaarel" data-source="post: 9258658" data-attributes="member: 58172"><p>Each Ability needs to represent a clear, useful, and discrete gaming concept.</p><p></p><p>Charisma needs to be the go-to for every social skill, and emotional intelligence. Charisma does better to include Empathy/Insight, being inseparable from understanding and influencing people.</p><p></p><p>Wisdom is an artificial mess without a coherent concept. As-is, it means something like a "sense of self" including sanity, plus the ability to "pay attention".</p><p></p><p>Intelligence needs to include all "intuition" checks, especially to represent scientific intuition with its protoscientific speculations. Emotional relationship intuitions are Charisma.</p><p></p><p>The current confusion between Strength and Dexterity is a glaring mess, because of how it mechanically sabotages the swashbuckling archetype that is vital for the fantasy genre.</p><p></p><p></p><p></p><p>To use either Strength or Dexterity for all Athletics checks is the down and dirty fix. It helps the Rogue class and the Fighter class, and makes Strength useful for classes that dont depend on it.</p><p></p><p></p><p>Within the Abilities design space, it needs to be Strength Ability that handles all Athletics, as the go-to concept. Use Climb checks to balance and Jump checks to land a jump or a fall. Currently Athletics is barely a useful Ability, and needs to consolidate the illogical Acrobatics, a historical artifact glitch.</p><p></p><p>That said. Within the class design space, the Monk should have a class feature that can use Dexterity instead of Strength for all Athletics checks. Probably, the same or similar class feature goes for the Rogue class too.</p><p></p><p></p><p>Investing in any Ability is a big deal, a huge investment with serious opportunity costs. To force any player to invest in TWO Abilities for little gain, merely to fix a terrible game design that interferes with a straightforward concept, is insane.</p><p></p><p></p><p></p><p>Obviously if someone is falling and grabbing on to a cliff edge, Strength matters. This is a Climb check to see if the person can hold on.</p><p></p><p></p><p>To land a jump (or a fall) with little or no injury is a skillful Jump check.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9258658, member: 58172"] Each Ability needs to represent a clear, useful, and discrete gaming concept. Charisma needs to be the go-to for every social skill, and emotional intelligence. Charisma does better to include Empathy/Insight, being inseparable from understanding and influencing people. Wisdom is an artificial mess without a coherent concept. As-is, it means something like a "sense of self" including sanity, plus the ability to "pay attention". Intelligence needs to include all "intuition" checks, especially to represent scientific intuition with its protoscientific speculations. Emotional relationship intuitions are Charisma. The current confusion between Strength and Dexterity is a glaring mess, because of how it mechanically sabotages the swashbuckling archetype that is vital for the fantasy genre. To use either Strength or Dexterity for all Athletics checks is the down and dirty fix. It helps the Rogue class and the Fighter class, and makes Strength useful for classes that dont depend on it. Within the Abilities design space, it needs to be Strength Ability that handles all Athletics, as the go-to concept. Use Climb checks to balance and Jump checks to land a jump or a fall. Currently Athletics is barely a useful Ability, and needs to consolidate the illogical Acrobatics, a historical artifact glitch. That said. Within the class design space, the Monk should have a class feature that can use Dexterity instead of Strength for all Athletics checks. Probably, the same or similar class feature goes for the Rogue class too. Investing in any Ability is a big deal, a huge investment with serious opportunity costs. To force any player to invest in TWO Abilities for little gain, merely to fix a terrible game design that interferes with a straightforward concept, is insane. Obviously if someone is falling and grabbing on to a cliff edge, Strength matters. This is a Climb check to see if the person can hold on. To land a jump (or a fall) with little or no injury is a skillful Jump check. [/QUOTE]
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