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<blockquote data-quote="takyris" data-source="post: 1676387" data-attributes="member: 5171"><p>Ditto the esteemed Henry in all relevent respects. Beyond, that, I'd add that in my games, Intelligence is generally used for planning, examinations, things that you've got time to think about, while Wisdom is used for things that you think of as being related to your wits -- adapting to changes in the situation, reacting brilliantly as a team of roc-riding ogres swoop down upon you (although if you have a minute to watch them come in, that could be Intelligence), and so forth.</p><p></p><p>As a GM, I'll play a High-Int, Low-Wis villian as somebody who comes up with a fantastic plan that takes into account all known PC abilities and fiendishly sounds the death knell for the heroes -- and who then goes all to pieces as soon as somebody does something that wasn't accounted for. A Low-Int, High-Wis villain won't plan much beyond "Hey, this looks like a pretty good rock to hide behind," but he'll adapt well to changes in the fight -- "Whoah, they're throwing fireballs, I should spread my people out and shoot a bunch of arrows at that wizard," instead of "How <strong>dare</strong> you -- I am <strong>invincible</strong> -- you will <strong>pay</strong> for this, you meddling insects!", which is what the Low-Wis guy tends to do once stuff starts going wrong.</p><p></p><p>My players are pretty good about playing their stats well. I'll suggest skill checks as Henry mentioned, but on the occasions when a flat ability check is the way to go, I'm quite happy to tell my players to play their abilities up, not down. "Okay, Int 10 isn't <strong>that</strong> dumb. Go ahead and solve the riddle, if you can."</p></blockquote><p></p>
[QUOTE="takyris, post: 1676387, member: 5171"] Ditto the esteemed Henry in all relevent respects. Beyond, that, I'd add that in my games, Intelligence is generally used for planning, examinations, things that you've got time to think about, while Wisdom is used for things that you think of as being related to your wits -- adapting to changes in the situation, reacting brilliantly as a team of roc-riding ogres swoop down upon you (although if you have a minute to watch them come in, that could be Intelligence), and so forth. As a GM, I'll play a High-Int, Low-Wis villian as somebody who comes up with a fantastic plan that takes into account all known PC abilities and fiendishly sounds the death knell for the heroes -- and who then goes all to pieces as soon as somebody does something that wasn't accounted for. A Low-Int, High-Wis villain won't plan much beyond "Hey, this looks like a pretty good rock to hide behind," but he'll adapt well to changes in the fight -- "Whoah, they're throwing fireballs, I should spread my people out and shoot a bunch of arrows at that wizard," instead of "How [b]dare[/b] you -- I am [b]invincible[/b] -- you will [b]pay[/b] for this, you meddling insects!", which is what the Low-Wis guy tends to do once stuff starts going wrong. My players are pretty good about playing their stats well. I'll suggest skill checks as Henry mentioned, but on the occasions when a flat ability check is the way to go, I'm quite happy to tell my players to play their abilities up, not down. "Okay, Int 10 isn't [b]that[/b] dumb. Go ahead and solve the riddle, if you can." [/QUOTE]
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