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Doing away with INT/WIS/CHA
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<blockquote data-quote="Tony Vargas" data-source="post: 7630175" data-attributes="member: 996"><p>So, topics that have come up tangentially in other threads have given me a really bad idea. </p><p>D&D has never done a great job modeling a PC who's smarter (or dumber), more prudent, or more likeable than it's player. In particular, because, while it did /eventually/ come up with mechanics to address some of that, players often object to them.</p><p></p><p>There is no such objection to STR/DEX/CON, nor to wielding magical power, however.</p><p></p><p>So, why not just work with that, instead of fighting it?</p><p></p><p>This is a simple variant for 5e:</p><p></p><p></p><p>Replace INT, WIS, & CHA with:</p><p></p><p>RES: Resistance. This is your innate resistance to magic and other bad things happening to you little mind. Whenever the game calls for you to make an INT, WIS, or CHA save, you use your RES, instead. </p><p></p><p>FTH: Faith. This your connection to the divine and spiritual. When spellcasting or other supernatural class abilities call for WIS and/or CHA, use FTH, instead. (Yeah, Paladins should be happy with that.) </p><p></p><p>POW: Power. This is your innate magical power, When spellcasting or other supernatural class abilities call for INT or CHA, use your POW, instead.</p><p></p><p></p><p>Now, yes, that does have some minor impacts. Being a Wiz/Sorc or Wiz/War suddenly is more efficient. Paladins are less MAD. The handful of non-caster sub-classes have /two/ prime dump stats.</p><p></p><p></p><p>Next, skill & tool proficiencies.</p><p></p><p>If a tool, skill proficiency, or mundane class ability/feature/whatever keys of INT, WIS, or CHA, it's just gone. It doesn't exist. All such actions are resolved by the player. If there's a puzzle to be solved, the player must solve the puzzle. If you want to start a fire, you describe you how you do it, and, if you and the DM were in the same boyscout troupe, you probably succeed. If you think trolls don't regenerate from Fire but are healed by Lightning, that's what your character thinks. </p><p></p><p>I know, there's a WTF element to that, on the Knowledge side. Here's a rationalization and a DM rubric. 1) Rationalization: Adventurers talk, if you listen to a lot of what they say, you can glean just about anything in the MM or PH or whatever. Players who memorize rule books or are familiar with the sources of inspiration used be the DM just happen to have such characters. 2) rubric: Common Knowledge. The DM can always explain something the PCs know as 'common knowledge,' usually right in the descriptions: "You see three goblins." "What's a goblin?" "It's Common Knowledge that goblins are small evil fey humanoids who kidnap babies." "Oh, like Labyrinth?" "Yes, exactly."</p><p></p><p>Still too much? OK, here's a more extreme explanation. It was a common fantasy trope, for a while, for the main character to be pulled from the real world, either physically or mentally, into the fantasy world. IDKW, so it'd be easier to identify with them, or so they could contrast the fantasy world with the real? Anyway, assume that. You're not making decisions for a character quite different from you, you're inhabiting it, using it's physical & magical abilities, but there's no other mind in there with you.</p><p></p><p></p><p>That 'bout covers it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7630175, member: 996"] So, topics that have come up tangentially in other threads have given me a really bad idea. D&D has never done a great job modeling a PC who's smarter (or dumber), more prudent, or more likeable than it's player. In particular, because, while it did /eventually/ come up with mechanics to address some of that, players often object to them. There is no such objection to STR/DEX/CON, nor to wielding magical power, however. So, why not just work with that, instead of fighting it? This is a simple variant for 5e: Replace INT, WIS, & CHA with: RES: Resistance. This is your innate resistance to magic and other bad things happening to you little mind. Whenever the game calls for you to make an INT, WIS, or CHA save, you use your RES, instead. FTH: Faith. This your connection to the divine and spiritual. When spellcasting or other supernatural class abilities call for WIS and/or CHA, use FTH, instead. (Yeah, Paladins should be happy with that.) POW: Power. This is your innate magical power, When spellcasting or other supernatural class abilities call for INT or CHA, use your POW, instead. Now, yes, that does have some minor impacts. Being a Wiz/Sorc or Wiz/War suddenly is more efficient. Paladins are less MAD. The handful of non-caster sub-classes have /two/ prime dump stats. Next, skill & tool proficiencies. If a tool, skill proficiency, or mundane class ability/feature/whatever keys of INT, WIS, or CHA, it's just gone. It doesn't exist. All such actions are resolved by the player. If there's a puzzle to be solved, the player must solve the puzzle. If you want to start a fire, you describe you how you do it, and, if you and the DM were in the same boyscout troupe, you probably succeed. If you think trolls don't regenerate from Fire but are healed by Lightning, that's what your character thinks. I know, there's a WTF element to that, on the Knowledge side. Here's a rationalization and a DM rubric. 1) Rationalization: Adventurers talk, if you listen to a lot of what they say, you can glean just about anything in the MM or PH or whatever. Players who memorize rule books or are familiar with the sources of inspiration used be the DM just happen to have such characters. 2) rubric: Common Knowledge. The DM can always explain something the PCs know as 'common knowledge,' usually right in the descriptions: "You see three goblins." "What's a goblin?" "It's Common Knowledge that goblins are small evil fey humanoids who kidnap babies." "Oh, like Labyrinth?" "Yes, exactly." Still too much? OK, here's a more extreme explanation. It was a common fantasy trope, for a while, for the main character to be pulled from the real world, either physically or mentally, into the fantasy world. IDKW, so it'd be easier to identify with them, or so they could contrast the fantasy world with the real? Anyway, assume that. You're not making decisions for a character quite different from you, you're inhabiting it, using it's physical & magical abilities, but there's no other mind in there with you. That 'bout covers it. [/QUOTE]
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