Yaarel
🇮🇱 🇺🇦 He-Mage
I want to give the Initiative bonus to the Intelligence-Perception ability, in the sense of noticing and anticipating an opponent. As such, the surprise check and the initiative check are moreorless the same thing.
Tentatively, give Stealth to Intelligence-Perception, in the sense of perceptive motion, knowing which twig to avoid and which shadow would work as cover − both to hide and to detect hiding.
With Stealth and Initiative, Intelligence-Perception becomes a full-on useful ability for combat encounters
The following is a start toward a comprehensive list of benefits, to compare balance in more detail.
Strength-Constitution
• size (+4 or higher as a prereq for Large), reach
• melee attacks
• ‘heavy’ weapons (benefit from Strength bonus)
• ‘heavy’ armor (move at full speed)
• grappling (keep on holding)
• carrying capacity (lift, pull, push)
• brute force (break doors, bend bars, move tree, launch boulder)
• hit points
• fortitude save
Dexterity-Athletics
• body agility (athletics-acrobatics, gymnastics, climb, balance, jump, fall, motionless poise)
• finesse grappling (sotospeak)
• speed, run
• AC bonus, dodge
• reflex save
• manual dexterity (slight-of-hand, detailed handiwork, piloting controls, steady hand)
• finesse attacks
• ranged attacks
Intelligence-Perception
• lore skills
• investigation (detection, senses, analysis, intuition)
• stealth (hide or detect hiding)
• initiative bonus
• deception (deceive an other, or find a flaw in an others deception, replicate accurately)
• perception save
Charisma-Wisdom
• rapport (insight, persuasion, animal handling, improve social attitude and helpfulness)
• charm
• frighten
• performance (force of personality, presence, art, esthetic quality, beauty)
• will save
Combat wise, Charisma-Wisdom might appear the weak one, but charm and frighten decide if a combat encounter even happens. Note, every frighten check requires a credible threat as a prerequisite. In many situations, being big and threatening to beat someone up can serve as a credible threat.
Finesse attacks make Dexterity-Athletics an especially powerful choice, and in a gun setting, ranged attacks make it a must have. Nevertheless, any concepts requiring hit points will need Strength-Constitution anyway, for a more wellrounded combatant. Also, the absence of Stealth here, helps moderate the choice of Dexterity-Athletics.
Tentatively, give Stealth to Intelligence-Perception, in the sense of perceptive motion, knowing which twig to avoid and which shadow would work as cover − both to hide and to detect hiding.
With Stealth and Initiative, Intelligence-Perception becomes a full-on useful ability for combat encounters
The following is a start toward a comprehensive list of benefits, to compare balance in more detail.
Strength-Constitution
• size (+4 or higher as a prereq for Large), reach
• melee attacks
• ‘heavy’ weapons (benefit from Strength bonus)
• ‘heavy’ armor (move at full speed)
• grappling (keep on holding)
• carrying capacity (lift, pull, push)
• brute force (break doors, bend bars, move tree, launch boulder)
• hit points
• fortitude save
Dexterity-Athletics
• body agility (athletics-acrobatics, gymnastics, climb, balance, jump, fall, motionless poise)
• finesse grappling (sotospeak)
• speed, run
• AC bonus, dodge
• reflex save
• manual dexterity (slight-of-hand, detailed handiwork, piloting controls, steady hand)
• finesse attacks
• ranged attacks
Intelligence-Perception
• lore skills
• investigation (detection, senses, analysis, intuition)
• stealth (hide or detect hiding)
• initiative bonus
• deception (deceive an other, or find a flaw in an others deception, replicate accurately)
• perception save
Charisma-Wisdom
• rapport (insight, persuasion, animal handling, improve social attitude and helpfulness)
• charm
• frighten
• performance (force of personality, presence, art, esthetic quality, beauty)
• will save
Combat wise, Charisma-Wisdom might appear the weak one, but charm and frighten decide if a combat encounter even happens. Note, every frighten check requires a credible threat as a prerequisite. In many situations, being big and threatening to beat someone up can serve as a credible threat.
Finesse attacks make Dexterity-Athletics an especially powerful choice, and in a gun setting, ranged attacks make it a must have. Nevertheless, any concepts requiring hit points will need Strength-Constitution anyway, for a more wellrounded combatant. Also, the absence of Stealth here, helps moderate the choice of Dexterity-Athletics.
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