Moldvay Basic has a chart, that mostly addresses linguistic ability.I don't recall older editions giving us any real metric for Intelligence
Moldvay Basic has a chart, that mostly addresses linguistic ability.I don't recall older editions giving us any real metric for Intelligence
Similar to the "languages known" for AD&D Intelligence? That is something I forgot about, as well as bonus proficiencies and skill points in later editions.Moldvay Basic has a chart, that mostly addresses linguistic ability.
Here's the table (from p B7):Similar to the "languages known" for AD&D Intelligence? That is something I forgot about, as well as bonus proficiencies and skill points in later editions.
Or do you mean more like how eloquent your character is?
Well hey, I learned something new (to me, it's old news to some, lol). Ok, so there is one penalty for low Intelligence beyond mechanics, then, if you play that version of the game.Here's the table (from p B7):
INT 3: Has trouble with speaking, cannot read or writeINT 4-5: Cannot read or write CommonINT 6-8: Can write simple Common wordsINT 9-12: Reads and writes native languages (usually 2 - Humans know two native languages: the Common and Alignment languages . . . Demi-humans know a number of native languages, as indicated in the class descriptions(INT 13-15: Reads and writes native languages, +1 added languageINT 16-17: Reads and writes native languages, +2 added languagesINT 18: Reads and writes native languages, +3 added languages
I think chase scenes are just hard in TTRPGs. Even games that do it "well" really only do it "okay" (I'm thinking of Savage Worlds here). It is such an immediate and audiovisual thing that I think primarily verbal media have a hard time doing it. I can't think of a novel, for example, that has pulled it off.@Reynard It's a good question. Apologies if someone already mentioned (I only scanned the first 6 pages of replies), but thrilling chase scenes...
Thrilling chase scenes is something I've never seen D&D handle well.
Really? That surprises me. Skill Challenges are wonderful for precisely that purpose, especially because a chase scene is extremely amenable to the few tweaks that make SCs even better: degrees of success*, dynamically evolving game-state, and one player reasonably "setting up" another player for a bigger impact.@Reynard It's a good question. Apologies if someone already mentioned (I only scanned the first 6 pages of replies), but thrilling chase scenes...
Thrilling chase scenes is something I've never seen D&D handle well.
I think SCs would be more interesting if executed as degrees of success. My short experience with them is often just run as "roll and get 3 or you fail" so its more like group binary.Really? That surprises me. Skill Challenges are wonderful for precisely that purpose, especially because a chase scene is extremely amenable to the few tweaks that make SCs even better: degrees of success*, dynamically evolving game-state, and one player reasonably "setting up" another player for a bigger impact.
*By which I mean, not just "partial" success etc., but rather true degrees thereof, all the way from abject failure to stunning success.
Sure. The rules don't really discuss how to make any use of the relative numbers of successes vs failures to enhance the overall experience, but every DM I've ever had who has run them has done so. While I would understand folks feeling lost or direction less for trying to achieve this, if you find the "group binary" inadequate or dull...why wouldn't you do this? It's not like it's against the rules in any way.I think SCs would be more interesting if executed as degrees of success. My short experience with them is often just run as "roll and get 3 or you fail" so its more like group binary.
Sure. That's the dynamic situation part I mentioned. Each roll, success or failure, changes the state of play. Some SCs aren't super amenable to that (for example, if the group is collectively doing research or gathering intel, it doesn't make much sense that every single roll results in a major change to the state of play), but chase scenes are one type where it's both extremely fitting and especially valuable to do so. If the quarry gets far away, the hunters get desperate, and if the hunters are snapping at their heels, the quarry gets desperate. Each "moment" (for lack of a better term) in the scene is in a different place with different context, meaning what is valuable vs negligible vs harmful is constantly changing.On chase scenes, I think you need targeted defense rolls as well. PC gets a leg up or creates an obstacle for the target, how do they react? A lot of times chase are set up where its entirely on the PCs which I think takes some of the tension out.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.