Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help beef up mental stats
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ARandomGod" data-source="post: 2159921" data-attributes="member: 17296"><p>using more skill checks is a good idea. Skills should be useful, and intelligence gives more skills. Of course, there will still be some classes (say, fighters), who'll almost completely ignore intelligence. They don't get many skills, so they just resign themselves to being skill-less. But I don't really see that as ALL bad. </p><p></p><p>Wisdom. Will saves are often save or die. When used on the party fighter they can sometimes be save or have the rest of the party die. It's also used for some of the more important skills (well, spot).</p><p></p><p>As for charisma. Well, charisma sucks. They really need to redo it altogether. However, they've made a start. It's now really a strength of will, your presence, your force of personality. As such, if you want it to mean more I suggest furthering this and alter the stats attached to saving throws.</p><p></p><p>1)Fort --> Leave this one on Con. Makes the most sense</p><p>2)Reflex --> Change this one to Wisdom. Wisdom lets you see things and react to things before you really know they're there. Really wisdom makes the most sense for a save that's in reaction to something that you've had little or no warning about. Also how else can you *really* justify allowing reflex saves when you're otherwise flatfooted and can't use any OTHER dex thing?</p><p>3) Will --> This save almost obviously should go to Charisma. Charisma IS your willpower, the way it's now handled. So why isn't it also the will save?</p><p></p><p>The only real problem I see with this is that will have a tendancy to make the cleric, already a really strong class, that much stronger (you *could* counter this by lowering their will save to poor and maybe increasing their reflex save to good, but I'd say just let their will save be awesome). Dex will still have almost more impact than any other stat, even with taking away it's save. Wisdom will be just as good, still having a save attached to it, and Charisma suddenly means *something* to every class. It's such a good solution I'm a little surprised that the makers didn't design it this way in the first place.</p><p>(*Note; I myself have never used this or seen this used, but I still espouse it. It's just too useful to have at least ONE garunteed dump stat.)</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 2159921, member: 17296"] using more skill checks is a good idea. Skills should be useful, and intelligence gives more skills. Of course, there will still be some classes (say, fighters), who'll almost completely ignore intelligence. They don't get many skills, so they just resign themselves to being skill-less. But I don't really see that as ALL bad. Wisdom. Will saves are often save or die. When used on the party fighter they can sometimes be save or have the rest of the party die. It's also used for some of the more important skills (well, spot). As for charisma. Well, charisma sucks. They really need to redo it altogether. However, they've made a start. It's now really a strength of will, your presence, your force of personality. As such, if you want it to mean more I suggest furthering this and alter the stats attached to saving throws. 1)Fort --> Leave this one on Con. Makes the most sense 2)Reflex --> Change this one to Wisdom. Wisdom lets you see things and react to things before you really know they're there. Really wisdom makes the most sense for a save that's in reaction to something that you've had little or no warning about. Also how else can you *really* justify allowing reflex saves when you're otherwise flatfooted and can't use any OTHER dex thing? 3) Will --> This save almost obviously should go to Charisma. Charisma IS your willpower, the way it's now handled. So why isn't it also the will save? The only real problem I see with this is that will have a tendancy to make the cleric, already a really strong class, that much stronger (you *could* counter this by lowering their will save to poor and maybe increasing their reflex save to good, but I'd say just let their will save be awesome). Dex will still have almost more impact than any other stat, even with taking away it's save. Wisdom will be just as good, still having a save attached to it, and Charisma suddenly means *something* to every class. It's such a good solution I'm a little surprised that the makers didn't design it this way in the first place. (*Note; I myself have never used this or seen this used, but I still espouse it. It's just too useful to have at least ONE garunteed dump stat.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help beef up mental stats
Top