Chris_Nightwing
First Post
I think you can distribute different saving throws over the three mental abilities reasonably well. Trying to divide effects by keyword and sub-schools that have existed in the past:
Illusion: Intelligence makes sense, but perception is based on Wisdom, so it ought to follow that. I guess it depends whether you are seeing small flaws in the illusion, or knowing that such illusions can exist. There are a lot of sub-classes of illusion though, I would say some of them are more Wisdom suited (hypnotism and such).
Charm/Compulsion: Charisma seems like the first choice, but perhaps you can differentiate Charm from Domination by having one be Intelligence-based and the other Charisma-based. If you're smart enough to know you've been charmed, you save, but if someone tries to mind-control you it comes down to force of personality.
Fear: A tough choice again, high Wisdom characters are those that would resist fear, but as a force of personality again, Charisma also makes sense.
Well that didn't really help. Maybe deciding what the different abilities mean in defence terms provides more:
Intelligence: Knowledge and lore. Useful against mentally taxing effects such as maze and confusion. Nothing else unique comes to mind.
Wisdom: Putting knowledge into practice. Governs perception, so ought to cover illusions.
Charisma: Force of personality. Makes you difficult to control (domination) and perhaps difficult to frighten (fear) but doesn't help against illusions or other trickery.
There are a suite of spells that used to do damage (will save) type effects. It's not obvious which ability they would hit. Perhaps we need better definitions on the types of magic that exist in D&D? I love the old schools of magic, but they could use better defintion for sure.
Illusion: Intelligence makes sense, but perception is based on Wisdom, so it ought to follow that. I guess it depends whether you are seeing small flaws in the illusion, or knowing that such illusions can exist. There are a lot of sub-classes of illusion though, I would say some of them are more Wisdom suited (hypnotism and such).
Charm/Compulsion: Charisma seems like the first choice, but perhaps you can differentiate Charm from Domination by having one be Intelligence-based and the other Charisma-based. If you're smart enough to know you've been charmed, you save, but if someone tries to mind-control you it comes down to force of personality.
Fear: A tough choice again, high Wisdom characters are those that would resist fear, but as a force of personality again, Charisma also makes sense.
Well that didn't really help. Maybe deciding what the different abilities mean in defence terms provides more:
Intelligence: Knowledge and lore. Useful against mentally taxing effects such as maze and confusion. Nothing else unique comes to mind.
Wisdom: Putting knowledge into practice. Governs perception, so ought to cover illusions.
Charisma: Force of personality. Makes you difficult to control (domination) and perhaps difficult to frighten (fear) but doesn't help against illusions or other trickery.
There are a suite of spells that used to do damage (will save) type effects. It's not obvious which ability they would hit. Perhaps we need better definitions on the types of magic that exist in D&D? I love the old schools of magic, but they could use better defintion for sure.