D&D 3E/3.5 Fixing Stat Polarity- Is this the 3e multi-classes spellcaster rule of 4e?

I like House Rule...

  • #1

    Votes: 8 80.0%
  • #2

    Votes: 0 0.0%
  • Both

    Votes: 2 20.0%

Sadrik

First Post
Here is a "thinking out loud" idea about how to deal with the dump stat issue of 4e:

Identify the issue:
Each stat is in a bi-polar relationship with another when determining your defenses.

STR or CON modifier makes up your FORT defense.

INT or DEX modifier makes up your REF defense.

WIS or CHA modifier makes up your WILL defense.

You can essentially dump one stat and suffer no loss as long as the other is high. If you double up in one area you are far less than ideal. What this will cause is characters to be strong but not tough or tough but not strong etc.

The biggest concern is the relationship between INT and DEX. Characters will almost always choose DEX over INT because DEX effects very useful skills and initiative and basic ranged attacks. INT only effects arcana, history, and religion and nothing else- no bonus skills or languages.

In contrast WIS has 5 skills attached, all of which can be called for multiple times in a session (perception, insight, nature, dungeoneering, heal).
CHA also has DM called skills attached (diplomacy, intimidate, streetwise, bluff).
For most characters there are no mechanical reason to have an INT score of higher than 8. As long as you have a Wizard in the party, they will have all of the knowledges and have all of the bases covered. If you want to play a character against type (smart fighter or rogue for instance) you are so sub par that it is almost a joke. Being quick is almost always better as seen below.

STR gives: can be used for fort, basic melee attack, carrying capacity, athletics skill

CON gives: can be used for fort, starting hp, healing surge bonus, healing surges per day, endurance

DEX gives: can be used for ref and ac, basic ranged attack, initiative bonus, acrobatics, stealth, thievery skills

INT gives: can be used for ref and ac, arcana, history, religion skills

WIS gives: can be used for will, perception, insight, heal, dungeoneering, nature skills

CHA gives: can be used for will, diplomacy, bluff, intimidate, streetwise skills

House Rule #1:
Move the WIS knowledge skills (heal, dungeoneering, nature (and yes they are called "knowledge" skills in the book)) to INT to beef up the stat.

Now if you want to identify natural monsters or dungeon monsters it is a INT based check rather than a WIS based check (no more intuition/hunch/perception checks to determine monster types). Heal is similar, medicine is not a perception/hunch kind of skill. The only times I have seen it called for in 3e is when people are trying to identify how somebody died, again that falls into the knowledge category. So the rule should make INT a little better when you are deciding if you want to go DEX or INT when designing a character.

Band Aid
It is a bit of a band aid and doesn't go to the heart of the problem being sub-optimal if you want to be smart and quick.

House Rule #2
Another option, an extreme option but a non-band aid option would be the player's choice, or thematic option. Choose three stats and assign a defense to it at level 1.

For instance, the player might pick these and define them in the following way:
Cha for Fort defined as Personal Lucky
Int for Will defined as Labyrinthine Mind
Str for Ref defined as Beyond Fit
 
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Sorry didn't think of it. Besides, I didn't want to make a poll about how many people didn't like my house rules, better to know which ones are liked.

Does HR#1 really make INT better? If you are making a fighter and you have a 14 and 10 left to assign will you still put the 14 into dex (basic ranged, initiative, sneak) or will you actually try and put a 10 in it now that INT has 6 skills attached instead of 3?
 

Sadrik said:
Does HR#1 really make INT better? If you are making a fighter and you have a 14 and 10 left to assign will you still put the 14 into dex (basic ranged, initiative, sneak) or will you actually try and put a 10 in it now that INT has 6 skills attached instead of 3?
Power-gaming wise, I'd probably still stick to putting that 14 into Dex.
Heal is pretty nice in 4e, but the DC's on the checks are low enough that a high ability score for it isn't really necessary to use it... especially at higher levels. The other 5 skills are the type of skills you only really need one party member to have, maybe a second as backup for rituals like Raise Dead or Cure Disease.

Initiative is important to me as well, and keeping up a modest Stealth score helps ensure I'm not holding back the party should we need to do Stealth missions.

Your second option is interesting... but I doubt I'd ever use it personally.

As a side note, some thrown weapons can use Str instead of Dex for attack/damage, so not every fighter needs a high Dex either....

These are a couple ideas I thought up to fix this my self:

1. Raise the base 10 for defenses slightly higher (15?), and then have the defenses be based on the LOWER of the two ability scores... would be kinda weird, though. You could also try lowering the base 10 and using the sum of both Scores' modifiers too, I guess.

2. Base attacks/defenses (heavy armor AC being the better of Dex/Int + the armor bonus)/skills off of the sum of Two Ability Score modifiers rather than a single one... in such a system, I would be very keen on making Int affect most skills, probably having only Athletics, Acrobatics, and Endurance not be Int based. This has ramifications on the system as a whole, however, and cannot be easily dropped into it...

3. Probably the easiest option: Initiative is based on the higher or Dex/Int, like Reflex/Light AC is... plus maybe moving those skills you listed to Int too, maybe even Streetwise too. Perception/Insight are important enough skills that Wisdom doesn't need anymore.
 

BarkingDeathSquirrel said:
These are a couple ideas I thought up to fix this my self:

1. Raise the base 10 for defenses slightly higher (15?), and then have the defenses be based on the LOWER of the two ability scores... would be kinda weird, though. You could also try lowering the base 10 and using the sum of both Scores' modifiers too, I guess.

2. Base attacks/defenses (heavy armor AC being the better of Dex/Int + the armor bonus)/skills off of the sum of Two Ability Score modifiers rather than a single one... in such a system, I would be very keen on making Int affect most skills, probably having only Athletics, Acrobatics, and Endurance not be Int based. This has ramifications on the system as a whole, however, and cannot be easily dropped into it...

3. Probably the easiest option: Initiative is based on the higher or Dex/Int, like Reflex/Light AC is... plus maybe moving those skills you listed to Int too, maybe even Streetwise too. Perception/Insight are important enough skills that Wisdom doesn't need anymore.

HR #3
Good ideas. Taking 1 and 2 and combining them a bit. You could lower all of the Defense bases from 10 to 8 and then add the two stats together so Str + Con +8 = base Fort, Dex + Int +8 =base Ref, Cha + Wis +8 =base Will.

However, there is a lot of variance in the numbers ranging from -2 (2 8s) to +10 (2 20s). The extremes of course would be very extreme and nearly all characters would not have a problem. Most characters would probably have between a +1 to +4 bonus from adding their stats together.
This might actually be a viable option.

HR#4
Another option is to include insight and perception as actual defenses.
So,
Str Parry (AC Melee)
Con Fortitude
Dex Reflex (AC Ranged)
Int Will
Wis Perception
Cha Insight

I like this option. It makes really strong characters get a bonus in melee (AC and Attacks)
Ranged characters get a good bonus too (AC and Attacks)
How would armor work in a system like this?
 

HR #5
Simple as pie. Average the two stats. (Str + Con)/2 +10 = base Fort, (Dex + Int)/2 +10 = base Ref, (Cha + Wis)/2 +10 = base Will.
 

Sadrik said:
HR #5
Simple as pie. Average the two stats. (Str + Con)/2 +10 = base Fort, (Dex + Int)/2 +10 = base Ref, (Cha + Wis)/2 +10 = base Will.

I believe you meant average the modifiers. But, yeah, I like this method.
 

What about using the better of Dex or Int for Initiative? With the option of heavy thrown items allowing for ranged basic attacks without requiring Dex, it would make the DEX Vs. INT option come down to powers and skills [similar to wisdom vs. charisma].
 

silentounce said:
I believe you meant average the modifiers. But, yeah, I like this method.
Yes, I meant the two ability modifiers but averaging the two abilities is interesting... but probably not the best idea too much variance (potentially get higher than a 15 and lower than 10 in one defense, a str 18/con 16 would be a 17 base fort and a 10/8 would be a 9). Regardless, I will put it down as an HR.

HR#6
Add stats
Str + Con = Fort
Dex + Int = Ref
Wis + Cha = Will


HR#4 (revisited)
Add modifiers.
Str + 10 + Armor + Shield = AC/Parry
Con + 10 = Fortitude
Dex + 10 - Armor Penalty + Shield = Reflexes/Dodge
Int none (just lots of skills)
Wis none (passive Perception and Insight skills)
Cha + 10 = Will
 

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