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<blockquote data-quote="Yaarel" data-source="post: 7806579" data-attributes="member: 58172"><p>3k viewers of this thread!</p><p></p><p></p><p></p><p>Carefully organizing the D&D abilities tradition, to make them more efficient and more balanced, adds value to the gaming system.</p><p></p><p>The sixsome are a fossilized ad-hoc tangle, being ambiguous and conflictive, and unequal in usefulness. By untangling the abilities − disambiguating when to use each, making each more equal to the other − the foursome opens up options that the previous tangle inhibited.</p><p></p><p>Especially the D&D player benefits, when trying to translate a character concept into the mechanics of D&D.</p><p></p><p></p><p></p><p>We can see how the Fighter class benefits. Most Fighter concepts will prioritize Strength-Constitution to excel at combat, via toughness. But the auxiliary ability is now an equally viable choice, depending on what kind of warrior concept the player wants to play.</p><p></p><p>• Intelligence-Perceptive. The observant guard. The military strategist. The skillful gadgeteer.</p><p></p><p>• Dexterity-Athletics. The gymnastic light armor swashbuckler. The stealthy covert operative.</p><p></p><p>• Charisma-Willpower. The celebrated hero of songs and tales. The intimidating military leader.</p><p></p><p>And so on, the auxiliary ability is just as important as the primary ability when articulating a character concept.</p><p></p><p>In the case of the Fighter, Intelligence and Charisma are no longer ‘dump stats’. Each is actually a great choice to build an effective Fighter with a very high investment in it. The deciding choice of a foursome ability, depends on the character concept. The players choice is free from the unwieldliness of sixsome abilities.</p><p></p><p></p><p></p><p>Likewise, consider the Wizard class. Most Wizard concepts will prioritize Intelligence-Perception, now an enviable ability to prioritize.</p><p></p><p>But now, the possibility of Strength-Constitution, opens up many character concepts. Not only will this battle-hardened Wizard gain survivability in combat encounters, but the possibility of functioning on the frontline opens up. The Wizard who knows how to wield a staff competently − or a sword like Gandolf − is a routine choice for players who seek this. (In addition to Elf Wizards with sword proficiency, and Dwarf Wizards with heavy armor, I allow players to swap a cantrip for proficiency in a specific martial weapon, or proficiency with light armor, or then heavy armor.)</p><p></p><p>Meanwhile, the athletics or stealth of Dexterity and the charm or fright of Charisma are also equally good choices for a Wizard to invest in.</p><p></p><p></p><p></p><p>Now, with a foursome, concept becomes far more important when building a character.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7806579, member: 58172"] 3k viewers of this thread! Carefully organizing the D&D abilities tradition, to make them more efficient and more balanced, adds value to the gaming system. The sixsome are a fossilized ad-hoc tangle, being ambiguous and conflictive, and unequal in usefulness. By untangling the abilities − disambiguating when to use each, making each more equal to the other − the foursome opens up options that the previous tangle inhibited. Especially the D&D player benefits, when trying to translate a character concept into the mechanics of D&D. We can see how the Fighter class benefits. Most Fighter concepts will prioritize Strength-Constitution to excel at combat, via toughness. But the auxiliary ability is now an equally viable choice, depending on what kind of warrior concept the player wants to play. • Intelligence-Perceptive. The observant guard. The military strategist. The skillful gadgeteer. • Dexterity-Athletics. The gymnastic light armor swashbuckler. The stealthy covert operative. • Charisma-Willpower. The celebrated hero of songs and tales. The intimidating military leader. And so on, the auxiliary ability is just as important as the primary ability when articulating a character concept. In the case of the Fighter, Intelligence and Charisma are no longer ‘dump stats’. Each is actually a great choice to build an effective Fighter with a very high investment in it. The deciding choice of a foursome ability, depends on the character concept. The players choice is free from the unwieldliness of sixsome abilities. Likewise, consider the Wizard class. Most Wizard concepts will prioritize Intelligence-Perception, now an enviable ability to prioritize. But now, the possibility of Strength-Constitution, opens up many character concepts. Not only will this battle-hardened Wizard gain survivability in combat encounters, but the possibility of functioning on the frontline opens up. The Wizard who knows how to wield a staff competently − or a sword like Gandolf − is a routine choice for players who seek this. (In addition to Elf Wizards with sword proficiency, and Dwarf Wizards with heavy armor, I allow players to swap a cantrip for proficiency in a specific martial weapon, or proficiency with light armor, or then heavy armor.) Meanwhile, the athletics or stealth of Dexterity and the charm or fright of Charisma are also equally good choices for a Wizard to invest in. Now, with a foursome, concept becomes far more important when building a character. [/QUOTE]
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