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*Dungeons & Dragons
Ability Scores in 5e
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 5995942" data-attributes="member: 54843"><p>So now's probably as good a time as any to evaluate how the six ability scores play out in 5e.</p><p></p><p>First off, every class now has one big, primary stat. Unlike in 3e, 5e rogues can completely ignore Int and Str without missing out on skill points or damage. Rogues use Dex, Fighters choose Dex or Str, Wizards and Warlocks use Int, Sorcerers use Cha, Clerics use Wis.</p><p></p><p>The only minor exception here is the two "hybrid" builds - war clerics and draconic sorcerers - who have to balance Str for melee against Wis/Cha for casting.</p><p></p><p>So everyone maxes one stat, determined by their class and/or build. Beyond that, what do the six scores do, beyond the obvious "bend bars with Str"?</p><p></p><p>Strength: resist forced movement; break grapples/binding; melee attacks; carrying capacity</p><p></p><p>Dex: Initiative; AC; reflex-style saves; escaping grapple; lots of skills; ranged and finesse melee attacks</p><p></p><p>Con: HP, fort-style saves</p><p></p><p>Int: lore skills</p><p></p><p>Wis: will-style saves, Perception, Insight</p><p></p><p>Cha: social skills</p><p></p><p>So overall, Int and Cha are almost useless except for skills. Ironically, thanks to the new Skill Mastery changes (which I really dislike), that makes them COMPLETELY useless for a rogue trained in those skills. Wisdom is important for saves vs. almost every mental spell effect, but also for Perception, possibly the most universally important skill in the game.</p><p></p><p>Meanwhile, Dex is useful for anyone, and near essential for anyone who expects to be in combat without heavy armor. Con is, as always, everyone's second-most-important stat, just for the HP. Strength is situational; it might occasionally suck to miss a Strength save or check, but it's mostly optional.</p><p></p><p>What does this all add up to? Well, first off, min-maxing. Why should a rogue in a point-buy system have higher than a 6 in Int, Cha, or Str?</p><p></p><p>Personally, I think the Wis saves should be broken up further. The flavor text for the ability scores suggests that Int and Cha should sometimes be used to resist spells; how about Int is the save for illusion spells (to cleverly see through them)? </p><p></p><p>Second, initiative. IIRC, in 4e you could choose between Int and Dex for this one. Would there be a downside to this for 5e?</p><p></p><p>Third, roll back the Skill Mastery changes. A rogue with 8 Wis trained in Perception still has a minimum roll of 12 for that skill, which is pretty nice IMHO. </p><p></p><p>Beyond that, watch out for MAD in future classes. It makes sense that hybrid classes need two main stats, but more than that is probably overdoing it.</p><p></p><p>Any other thoughts/arguments/ideas?</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 5995942, member: 54843"] So now's probably as good a time as any to evaluate how the six ability scores play out in 5e. First off, every class now has one big, primary stat. Unlike in 3e, 5e rogues can completely ignore Int and Str without missing out on skill points or damage. Rogues use Dex, Fighters choose Dex or Str, Wizards and Warlocks use Int, Sorcerers use Cha, Clerics use Wis. The only minor exception here is the two "hybrid" builds - war clerics and draconic sorcerers - who have to balance Str for melee against Wis/Cha for casting. So everyone maxes one stat, determined by their class and/or build. Beyond that, what do the six scores do, beyond the obvious "bend bars with Str"? Strength: resist forced movement; break grapples/binding; melee attacks; carrying capacity Dex: Initiative; AC; reflex-style saves; escaping grapple; lots of skills; ranged and finesse melee attacks Con: HP, fort-style saves Int: lore skills Wis: will-style saves, Perception, Insight Cha: social skills So overall, Int and Cha are almost useless except for skills. Ironically, thanks to the new Skill Mastery changes (which I really dislike), that makes them COMPLETELY useless for a rogue trained in those skills. Wisdom is important for saves vs. almost every mental spell effect, but also for Perception, possibly the most universally important skill in the game. Meanwhile, Dex is useful for anyone, and near essential for anyone who expects to be in combat without heavy armor. Con is, as always, everyone's second-most-important stat, just for the HP. Strength is situational; it might occasionally suck to miss a Strength save or check, but it's mostly optional. What does this all add up to? Well, first off, min-maxing. Why should a rogue in a point-buy system have higher than a 6 in Int, Cha, or Str? Personally, I think the Wis saves should be broken up further. The flavor text for the ability scores suggests that Int and Cha should sometimes be used to resist spells; how about Int is the save for illusion spells (to cleverly see through them)? Second, initiative. IIRC, in 4e you could choose between Int and Dex for this one. Would there be a downside to this for 5e? Third, roll back the Skill Mastery changes. A rogue with 8 Wis trained in Perception still has a minimum roll of 12 for that skill, which is pretty nice IMHO. Beyond that, watch out for MAD in future classes. It makes sense that hybrid classes need two main stats, but more than that is probably overdoing it. Any other thoughts/arguments/ideas? [/QUOTE]
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