D&D (2024) Buffing Int, Wis, and Cha (Mostly Int and Cha)

For example, say INT also gives bonus skills/languages/tools, then you have your Wizards and Artifcers becoming skill monkeys automatically.

Or if you say CHA also gives you a number of Contacts, then you have Bards, Warlocks, and Sorcerers automatically being well connected.
I'm fine with that. Wizards should be skilled at a lot of things; a limited class skill list that has at least 8 skills would make sure there's always a choice even when you have Int 20 (5+2), or even reduce base skills on Wizard to 1+Int or Arcana+Int since they're going to have high int.

But that's why I think I might do tools and languages only, not skills. Skills are too big in 5E.

As for newbie sorcerer not having contacts because they just left the crib, there would be a difference between set contacts and open contacts. Open contacts are free slots and are flexible because you can add one when it's useful; set contacts would benefit you now.
 

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They pulled ahead at level 5. Sharpshooter...isn't as good as it used to be.
Yes, by a negligible amount. +3.5 damage vs +1 attack/+1 damage is very close.

Speaking of rogues, am I reading it right that they don’t natively get proficiency with short bows? Edit: answer is yes! Proficiency says: “Simple Weapons and Martial Weapons that have the Finesse or Light property”. I was mistakenly applying the finesse or light requirement to all weapons.
 
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If seeing players always putting their lowest ability scores in the same stats is that much of a problem for a DM... the easiest way to counter that is just have players roll (or using the playing card method) and assign the numbers for their six ability scores right down the line. They then make their PCs based on how their numbers play out. I saw a number of PCs with 8 or 10 CONs and WISs that way in the campaign where I did that.

Although to be honest it never really ended up making much difference. After all... the players with the low CONs just took abilities that otherwise helped offset their lower HP, and took ranged classes where they weren't getting attacked that often anyway. So the tanks with the high HP were still getting their butts handed to them moreso than the 8 CON characters. And the ones with the low WIS? It just meant their Perceptions were like 2 or 3 modifier points lower than other PCs-- which means very little when you keep adding up to 20 additional points to the check via the die roll.

I find the placement of ability scores by players to be an overrated concern personally. Players are going to play no matter what their stats are and which ones are higher or lower.
 

Int ought to add to initiative in the form of Tactical Acumen, being able to use Int checks to analyse a creatures behaviour/tactics could also be a thing to get combat advantages.

Charisma works for Influence and Morale (Rally) mechanics and Perfomance checks could be used in combat for Distraction. I also put Influence/Status based gates on Magic Items ie a Character has to have a higher Infl;uence level to activate certain magic items
 

Treantmonk just added True Strike as a "critical" spell for a ranged rogue, and shifted their main stat to Intelligence with that change.
I like anything that gives alternative power stat options to classes. Int is doing so much less than Dexterity in every other way, that a little bit of extra dmg is the least they deserve.

(of note is that True Strike is, for once, a spell that does not require Verbal components, so you can actually do it while remaining stealthy!)

And if we want a cantrip, High Elf remains one of the top options for Rogues. Where's your high and cultured fanciness now? IN THE GUTTER

...damn, Int-primary High Elf Thief/Wizard1 actually seems tempting, because casting higher-level spells from scrolls as a bonus action is an Int check.
 

Such a rogue will probably have defensive problems and will miss out on feats like sharpshooter (or give up a damage scaling asi for it in the leveling process).

For damage it’s good though.
It stays far away from the enemies.

Remember it is just 3d6 extra. While it would have been nice to give the rogue one extra d6 each tier, I don't think it is crucial for the rogue to use it.

Just two hand crossbows or ranged daggers will be sufficient to keep up with the damage well enough. Later dual wielder feat or crossbow expert might give him a different edge.

I could even see the rogue take martial weapon training and great weapon fighting with a heavy crossbow.
(chosing fighter multiclass would not be a terrible option either).
 

It stays far away from the enemies.

Remember it is just 3d6 extra. While it would have been nice to give the rogue one extra d6 each tier, I don't think it is crucial for the rogue to use it.

Just two hand crossbows or ranged daggers will be sufficient to keep up with the damage well enough. Later dual wielder feat or crossbow expert might give him a different edge.

I could even see the rogue take martial weapon training and great weapon fighting with a heavy crossbow.
(chosing fighter multiclass would not be a terrible option either).
Without sharpshooter he has 60ft range and will probably need to initiate combat with steady aim to get sneak attack turn 1. Almost any enemy that wants near him can get near him.
 

Just two hand crossbows or ranged daggers will be sufficient to keep up with the damage well enough.
Yep. Same as in 2014, where people were loving Booming Blade for Rogues - these are a Magic action to cast, so you cannot combine them with bonus action attacks (or Nick or Dual-Wielder in 2024). You may hit harder once, but you're putting a lot of hopes into that one shot. The least it can do is be... sort of okay, I guess.
 

Without sharpshooter he has 60ft range and will probably need to initiate combat with steady aim to get sneak attack turn 1.
Stealth is a thing. Especially at turn 1.
Almost any enemy that wants near him can get near him.
The rogue is usually not alone. If they are, you are right.

Sharp shooter at level 8 is not the worst feat. At level 10, piercer might be a good choice. Or just martial weapon training for heavy crossbow. Or mage slayer. Many nice options.
 
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Yep. Same as in 2014, where people were loving Booming Blade for Rogues - these are a Magic action to cast, so you cannot combine them with bonus action attacks (or Nick or Dual-Wielder in 2024). You may hit harder once, but you're putting a lot of hopes into that one shot. The least it can do is be... sort of okay, I guess.
What I still like from the calculation is that contrary to the initial impression by treantmonk and colby, the rogue seems to be doing absolutely fine with little effort and few basic assumptions.

So probably at wotc some is indeed doing the math.
 
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