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General Tabletop Discussion
*Dungeons & Dragons
Adjusting Constitution
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<blockquote data-quote="EzekielRaiden" data-source="post: 9443247" data-attributes="member: 6790260"><p>In 4e, Wizards obviously wanted Intelligence, but they might also value Constitution (Staff of Defense, defense-focused, or Tome of Binding, damage-focused via summoned beings), Wisdom (Orb of Imposition, control-focused), Dexterity (Wand of Accuracy, damage-focused), or Charisma (Orb of Deception, flexible depending on what your Wizard illusion powers did).</p><p></p><p>So, at least for me, I'd tie it to spell school. Get rid of Arcane Recovery, and give the Wizard actually weighty subclass features in its place that key off of secondary stats. Divination should obviously key off Wisdom--needing to not merely <em>cognitively process</em> your prognostications, but truly <em>understand</em> them. Illusion would likewise be Charisma...I assume I don't have to explain why. Abjuration would make sense for Con, but since you want to encourage non-"core" stats, perhaps Strength--make Abjurers an actual "warrior wizard" type that wants to augment their spells with their own physical strength? And then Evocation would make sense as Dexterity.</p><p></p><p>Perhaps have Necromancy relate to Constitution because it has blood-price effects for its subclass features? Or Transmutation, because it's about manipulating physical bodies? That'd still leave Enchantment and Conjuration and whichever of the previous two aren't linked to Con. I could see Conjuration being a second Cha subclass ("leadership" of your summoned creatures), and Transmutation being Wisdom instead of Constitution because you need to know anatomy, physiology, and just the <em>right</em> ways to change things (e.g. the way transmutation is explained by Professor McGonagall in the HP books). From there, it's just a matter of figuring out where Enchantment would fall.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9443247, member: 6790260"] In 4e, Wizards obviously wanted Intelligence, but they might also value Constitution (Staff of Defense, defense-focused, or Tome of Binding, damage-focused via summoned beings), Wisdom (Orb of Imposition, control-focused), Dexterity (Wand of Accuracy, damage-focused), or Charisma (Orb of Deception, flexible depending on what your Wizard illusion powers did). So, at least for me, I'd tie it to spell school. Get rid of Arcane Recovery, and give the Wizard actually weighty subclass features in its place that key off of secondary stats. Divination should obviously key off Wisdom--needing to not merely [I]cognitively process[/I] your prognostications, but truly [I]understand[/I] them. Illusion would likewise be Charisma...I assume I don't have to explain why. Abjuration would make sense for Con, but since you want to encourage non-"core" stats, perhaps Strength--make Abjurers an actual "warrior wizard" type that wants to augment their spells with their own physical strength? And then Evocation would make sense as Dexterity. Perhaps have Necromancy relate to Constitution because it has blood-price effects for its subclass features? Or Transmutation, because it's about manipulating physical bodies? That'd still leave Enchantment and Conjuration and whichever of the previous two aren't linked to Con. I could see Conjuration being a second Cha subclass ("leadership" of your summoned creatures), and Transmutation being Wisdom instead of Constitution because you need to know anatomy, physiology, and just the [I]right[/I] ways to change things (e.g. the way transmutation is explained by Professor McGonagall in the HP books). From there, it's just a matter of figuring out where Enchantment would fall. [/QUOTE]
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