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5th Edition Intelligence
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<blockquote data-quote="Saeviomagy" data-source="post: 6767355" data-attributes="member: 5890"><p>So everyone has a 12 int because you've made int the 'everything' stat. There is no stat more important than level.</p><p></p><p></p><p>I think you've swung too far in the opposite direction here.</p><p></p><p></p><p></p><p>This is a pretty pointless argument "the rules don't matter so your argument is invalid". The rules obviously do matter, or we would have no need of game designers.</p><p></p><p>Mechanically speaking a non wizard 5e character has very little need of the intelligence stat. I personally take the view that only observable mechanics matter to roleplaying. ie - if I have a high strength, then I do not need to have a musclebound character: the observable mechanics are that I can lift a lot, hit things with heavy weapons and physically move targets around the battlefield. If we never encounter an anti magic field, I could claim that my character has the power of short range telekinesis. Or has a robotic suit.</p><p></p><p>The fact that intelligence only manifests in:</p><p>1. How well my character can disguise themselves.</p><p>2. How well I can 'investigate', whatever the heck that actually is.</p><p>3. How well I can perform craft skills. Maybe. Depending on the DM.</p><p>4. How well I resist certain illusion spells.</p><p>5. Whether I know esoteric facts (unless those facts are about anything that another skill covers)</p><p>6. How 'hard' I cast wizard spells.</p><p>suggests that intelligence is not a stat that influences my ability to come up with plans at all. </p><p></p><p>In fact I'm hard pressed to say what exactly it is that high intelligence characters DO, apart from manipulate arcane magic slightly more effectively. And that's the failure of the int stat in the current edition. It has few mechanical perks and no real correlation to anything in the real world.</p><p></p><p>If your intent as a game designer is that a mechanic is supposed to mirror something specific, then it's in-game consequences should mirror that thing's consequences.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6767355, member: 5890"] So everyone has a 12 int because you've made int the 'everything' stat. There is no stat more important than level. I think you've swung too far in the opposite direction here. This is a pretty pointless argument "the rules don't matter so your argument is invalid". The rules obviously do matter, or we would have no need of game designers. Mechanically speaking a non wizard 5e character has very little need of the intelligence stat. I personally take the view that only observable mechanics matter to roleplaying. ie - if I have a high strength, then I do not need to have a musclebound character: the observable mechanics are that I can lift a lot, hit things with heavy weapons and physically move targets around the battlefield. If we never encounter an anti magic field, I could claim that my character has the power of short range telekinesis. Or has a robotic suit. The fact that intelligence only manifests in: 1. How well my character can disguise themselves. 2. How well I can 'investigate', whatever the heck that actually is. 3. How well I can perform craft skills. Maybe. Depending on the DM. 4. How well I resist certain illusion spells. 5. Whether I know esoteric facts (unless those facts are about anything that another skill covers) 6. How 'hard' I cast wizard spells. suggests that intelligence is not a stat that influences my ability to come up with plans at all. In fact I'm hard pressed to say what exactly it is that high intelligence characters DO, apart from manipulate arcane magic slightly more effectively. And that's the failure of the int stat in the current edition. It has few mechanical perks and no real correlation to anything in the real world. If your intent as a game designer is that a mechanic is supposed to mirror something specific, then it's in-game consequences should mirror that thing's consequences. [/QUOTE]
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