Dexterity and Intelligence: That stats deities are made of

I haven't received a response from him yet, so I don't know if he's even read it or if this is the sort of thing he was looking at.

One of the issues we've all had in our group is the idea that characters are essentially expected (or just end up this way) to be carrying around all sorts of little magic doo-dads. Rings, bracers, gloves, etc. In most heroic fantasy, the hero generally has a very small amount of magical equipment. I believe our goal is to consolidate most of it down into a few more powerful items, rather than being festooned with little magical dweomers like a magical Christmas tree.

The final plan for gear hasn't been revealed, so my character's cohort isn't outfitted yet. I expect full plate armor and a huge sword, but we'll see how it goes.

In the end, I'm hoping this character will spawn the reaction: What have I done?

We'll see.

EDIT: After I worked out the stats, I pulled out the extra five stats and just added up the remaining points using the Point Buy method from the DMG, and I believe the character totaled up to around 52 or 58 points.

SB
 
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GreatLemur said:
generally rewrite the whole SRD, all without having the practical experience to know how to balance a damn thing.

That's my kinda guy!

I think three is probably too many to split Dex into. I favour Dexterity for anything you primarily use your hands for (ie Aim, I think), and Agility for anything involving moving your whole body (ie Balance and Reflexes, I think).

Also I split Charisma into a stat for the force of your personality and a stat for the smoothness of your tongue. Warhammer Fantasy Roleplay got there years ago and called them Leadership and Fellowship (first edition, don't know about second). In the DnD variant I'm brewing I'm picking up more on the supernatural side of Charisma and calling them Aura and Charm. Skills and Powers was close to the same split but I want to be very clear that Charm is not to do with appearance, which for me is an advantage/disadvantage not an ability score.

But I haven't had the balls to spring this on a group in play yet. I suspect it would add too much complication to DnD. But I don't think six is a maximum for the number of ability scores. Warhammer had, even if you strike out the stats that are handled elsewhere in the rules by DnD, 9 (Strength, Toughness, Initiative, Dexterity, Leadership, Intelligence, Cool, Willpower and Fellowship) and it was dead simple.
 
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Dexterity is certainly a useful stat, as is Intelligence. But I'd say constitution is equally important and so is strength. The only attributes I find lacking are (to a minor degree) wisdom and (to a major degree) charisma. I personally prefer to shuffle around the function of different attributes, rather than create additional ones. Still, it's an interesting idea you've got there.

Hmmm... Sudden thought, you could use some form of derived attributes. Starting with the base 6 you could create a number of derived attributes which are used for a variety of functions. Such as Strength + Dexterity for melee combat, Dexterity + Wisdom for ranged, etc. Obviously requires more consideration (just came up with the idea then) but I think you could do some interesting things with this.

GreatLemur said:
And this is coming from a guy who wants to replace... etc.

I like every single rule mod you've said above. As for the practical experience, that's where playtesting comes into it.
 

Shadowbit said:
Ha! I just worked out possible stats:
Strength 18
Aim 10
Balance 10
Reflexes 10
Fortitude 14
Endurance 14
Knowledge 10
Reason 10
Intution 18
Willpower 18
Charisma 18

My Rogue/Bard has a cohort, and I think I'm going to initially drop this paladin in as the cohort, just for the reaction.

SB

What, no Luck stat? this looks pointless.
 

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