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Ability Score Rebalance
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<blockquote data-quote="Einlanzer0" data-source="post: 6868679" data-attributes="member: 6788934"><p>Sorry, but I feel I should offer some counterarguments to the above suggestions.</p><p></p><p>First, I do not think that Initiative fits Int better than it fits Wis, but I had failed to consider surprise as an existing factor for Wisdom. Int does not reflect how quick-witted you are, it's simply a composite of your general knowledge and your reasoning skills. Wisdom, on the other hand, reflects how attuned you are to your surroundings, which translates into your readiness to react to a novel situation. Although, as mentioned above, that's incorporated into perception and surprise. So, thinking on it more, I think Initiative should stay with Dex, at least until I get around playtesting separating Dex from Agi, which I intend to do soon. I think creating houserules for carrying capacity will help strength compete better with dex will help in the meantime. </p><p></p><p>Second, I'm trying to do something that's interesting. Letting people just choose a stat they want for an existing mechanic like Initiative frankly isn't that interesting, and at best is a bandaid. It "fixes" the problem by creating another problem. If, for example, you could choose to apply your Dex or your Int to an Initiative check, where's the incentive to not dump the other one? What I'm trying to do is increase MAD to make character building more interesting and meaningful by giving everyone some incentive to use everything and forcing them to choose which they thematically prefer for their character. Consequently, I want to have as little overlap as possible. </p><p></p><p>Third, I disagree about Inspiration bonus for Charisma not helping much. Granted, it's under the DM control at the end of the day, but if the DM gives out Inspiration like they're intended to, it's a huge boon for the party. It also incentivizes high charisma characters to do inspiring things, like a charismatic person actually would. </p><p></p><p>I am uncertain about the TP rule. I agree that it borders on being too much and affects some classes more significantly than others. However, you can also argue that getting advantage is easy enough to do already that it's not as OP as it looks. It's worth noting that, at best, you effectively only have 1-3 uses of it per day, so it's not that insane. I'll keep thinking on it and will playtest it in the meantime.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 6868679, member: 6788934"] Sorry, but I feel I should offer some counterarguments to the above suggestions. First, I do not think that Initiative fits Int better than it fits Wis, but I had failed to consider surprise as an existing factor for Wisdom. Int does not reflect how quick-witted you are, it's simply a composite of your general knowledge and your reasoning skills. Wisdom, on the other hand, reflects how attuned you are to your surroundings, which translates into your readiness to react to a novel situation. Although, as mentioned above, that's incorporated into perception and surprise. So, thinking on it more, I think Initiative should stay with Dex, at least until I get around playtesting separating Dex from Agi, which I intend to do soon. I think creating houserules for carrying capacity will help strength compete better with dex will help in the meantime. Second, I'm trying to do something that's interesting. Letting people just choose a stat they want for an existing mechanic like Initiative frankly isn't that interesting, and at best is a bandaid. It "fixes" the problem by creating another problem. If, for example, you could choose to apply your Dex or your Int to an Initiative check, where's the incentive to not dump the other one? What I'm trying to do is increase MAD to make character building more interesting and meaningful by giving everyone some incentive to use everything and forcing them to choose which they thematically prefer for their character. Consequently, I want to have as little overlap as possible. Third, I disagree about Inspiration bonus for Charisma not helping much. Granted, it's under the DM control at the end of the day, but if the DM gives out Inspiration like they're intended to, it's a huge boon for the party. It also incentivizes high charisma characters to do inspiring things, like a charismatic person actually would. I am uncertain about the TP rule. I agree that it borders on being too much and affects some classes more significantly than others. However, you can also argue that getting advantage is easy enough to do already that it's not as OP as it looks. It's worth noting that, at best, you effectively only have 1-3 uses of it per day, so it's not that insane. I'll keep thinking on it and will playtest it in the meantime. [/QUOTE]
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