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Ability Scores in 5e
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<blockquote data-quote="kerleth" data-source="post: 5996908" data-attributes="member: 84383"><p>Having everyone have an achilles heel would be excellent. If there is no way to have an invincible character than the temptation to try to create one is gone. You just make one that is good at their thing. I'm really hoping the designers make sure that there are spells and monster abilities that affect more than just wis, con, and dex. I think that the saves should be intelligence for resisting confusion effects and charisma for resisting immobilizing and controlling "will save" effects. Wisdom should be for noticing illusions don't quite match up, and for noticing details and realizing things don't match up. I always though wisdom for realizing what's going on first or intelligence for thinking quickly on your feet made more sense for initiative than dexterity, but I think that's a sacred cow that won't be slain in the core rules. As far as the rogue. I played one over the weekend and I really dislike the change to skill mastery. Being able to put a +3 or my stat bonus made it feel like my ability scores, one of the chief tools of customization, just didn't matter. Since the PC max for scores is supposed to be 20, a +5, I'd be okay with a +0 to +2 bonus in skill mastery, so that you would be okay with your skill of choice no matter what. But it is not unlikely that your highest starting stat will only be a +3, which is no better than your generic rogue bonus. If they just make sure to keep the ability/skill check system "open" you could use intelligence or wisdom to find traps, snap an enemies weapon in half to use strength for intimidate, and the like, and this would take care of the "problem" some rogue players had in a much more generally applicable way.</p></blockquote><p></p>
[QUOTE="kerleth, post: 5996908, member: 84383"] Having everyone have an achilles heel would be excellent. If there is no way to have an invincible character than the temptation to try to create one is gone. You just make one that is good at their thing. I'm really hoping the designers make sure that there are spells and monster abilities that affect more than just wis, con, and dex. I think that the saves should be intelligence for resisting confusion effects and charisma for resisting immobilizing and controlling "will save" effects. Wisdom should be for noticing illusions don't quite match up, and for noticing details and realizing things don't match up. I always though wisdom for realizing what's going on first or intelligence for thinking quickly on your feet made more sense for initiative than dexterity, but I think that's a sacred cow that won't be slain in the core rules. As far as the rogue. I played one over the weekend and I really dislike the change to skill mastery. Being able to put a +3 or my stat bonus made it feel like my ability scores, one of the chief tools of customization, just didn't matter. Since the PC max for scores is supposed to be 20, a +5, I'd be okay with a +0 to +2 bonus in skill mastery, so that you would be okay with your skill of choice no matter what. But it is not unlikely that your highest starting stat will only be a +3, which is no better than your generic rogue bonus. If they just make sure to keep the ability/skill check system "open" you could use intelligence or wisdom to find traps, snap an enemies weapon in half to use strength for intimidate, and the like, and this would take care of the "problem" some rogue players had in a much more generally applicable way. [/QUOTE]
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