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Doing away with INT/WIS/CHA
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<blockquote data-quote="Tony Vargas" data-source="post: 7631934" data-attributes="member: 996"><p>Driving the math of mechanics for supernatural powers seems to be the main thing that mental stats /do/ in D&D, that couldn't be resolved via player interaction with the DM. ("Just roleplay it," we'd've said.)</p><p></p><p>Those are some of the sorts of symptoms/complaints that I happened to run into in a few different threads and prompted the idea (and, it's not a new idea, obviously).</p><p></p><p>For me, the point of having mental stats, skills, and the like, is that I can play a character who is very different from myself - like a zealot with unshakable faith or a dashing swashbuckler most people can't help but like immediately - not just who has different practical capabilities - like being able to swing an improbably large sword without falling over, or being able to throw balls of fire & bolts of lighting. As a player, it seems like a feature - when it works. </p><p></p><p>But, as a DM, when it doesn't work, it seems like a problem I could just get rid of, entirely.</p><p></p><p>I'd certainly be curious to hear more about the development of the Sorcerer.</p><p></p><p>It /seemed/ at first glance like a class that existed only to introduce a less-Vancian spellcasting mechanic (but, not, surprisingly, the ubiquitous-in-the-80s 'mana' or spellpoint systems). Yet, it could be used to build much more interestingly-defined, genre-appropriate-seeming magic-using characters than the wizard could. Mainly, I guess, because of the spells known limitation. (All wizards tended to gravitate towards the most mechanically valuable spells for the expected challenges of the coming day, while a given sorcerer had to find ways, often sub-optimal, to overcome challenges with his personal spells known).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7631934, member: 996"] Driving the math of mechanics for supernatural powers seems to be the main thing that mental stats /do/ in D&D, that couldn't be resolved via player interaction with the DM. ("Just roleplay it," we'd've said.) Those are some of the sorts of symptoms/complaints that I happened to run into in a few different threads and prompted the idea (and, it's not a new idea, obviously). For me, the point of having mental stats, skills, and the like, is that I can play a character who is very different from myself - like a zealot with unshakable faith or a dashing swashbuckler most people can't help but like immediately - not just who has different practical capabilities - like being able to swing an improbably large sword without falling over, or being able to throw balls of fire & bolts of lighting. As a player, it seems like a feature - when it works. But, as a DM, when it doesn't work, it seems like a problem I could just get rid of, entirely. I'd certainly be curious to hear more about the development of the Sorcerer. It /seemed/ at first glance like a class that existed only to introduce a less-Vancian spellcasting mechanic (but, not, surprisingly, the ubiquitous-in-the-80s 'mana' or spellpoint systems). Yet, it could be used to build much more interestingly-defined, genre-appropriate-seeming magic-using characters than the wizard could. Mainly, I guess, because of the spells known limitation. (All wizards tended to gravitate towards the most mechanically valuable spells for the expected challenges of the coming day, while a given sorcerer had to find ways, often sub-optimal, to overcome challenges with his personal spells known). [/QUOTE]
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