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*Dungeons & Dragons
(Houserule) Adding Int to Initiative for All Classes
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<blockquote data-quote="Mephista" data-source="post: 7266847" data-attributes="member: 6786252"><p>INT being least important stat: An Analysis.</p><p></p><p>There are three types of rolls using the attributes - attacks, skill checks, and saves. For the sake of simplicity, I'm including forcing an enemy save as a kind of attack. I'm going to look at each of those three kinds of rolls to see how and why INT is underutilized. </p><p></p><p><span style="font-size: 15px">Attacks</span></p><p></p><p>There are three STR based classes (fighter, barbarian, paladin, some gishes)</p><p>There are four DEX based classes (fighter, rogue, monk, ranger, some gishes)</p><p>There are four CHA based classes (paladin, bard, sorcerer, warlock)</p><p>There are four WIS based classes (cleric, druid, ranger, monk)</p><p>There is one INT based class (wizard), along with some potential with rogues.</p><p></p><p>This is the fundamental problem with INT being underutilized. Only the wizard really cares, and some Rogues care, depending if your GM is generous with using PC based poisons. </p><p></p><p><span style="font-size: 15px">Save analysis:</span></p><p><span style="font-size: 15px"></span>Someone else did a giant analysis elsewhere. I can't find the link, and I'm not going to reproduce the counts, but in a nutshell, these were basically the results.</p><ul> <li data-xf-list-type="ul">STR saving throws are tied with DEX saving throws. Most STR saves come after being hit by an attack. The majority of DEX saves were overwhelmingly the result of fighting dragons; that includes spellcasters in the Monster Manual.</li> <li data-xf-list-type="ul">I don't remember the results of CON saves, but they remained highly relevant</li> <li data-xf-list-type="ul">WIS tended to be used to resist almost anything related to mental influence</li> <li data-xf-list-type="ul">CHA was used to resist banishment and direct possession. </li> <li data-xf-list-type="ul">INT versus mind flayers. And some other psychic types, but mostly mind flayers.</li> </ul><p>INT and CHA are far and away the least used save. I think it was less than 10 between all mental saves. So, while there's a staggering amount of WIS saves and there's a lot of physical saves, both CHA and INT are pretty much ignored.</p><p></p><p><span style="font-size: 15px">Skills</span></p><p>So, what do we roll for skills?</p><p></p><p>STR has only one skill, and boy, is it a doozy. Athletics is pretty much any kind of roll you'd like to make with a body, save balance checks. Jump, climb, swim.. its all there. Plus, you get to resist shoves and grapples here.</p><p>DEX has a few skills - acrobatics, stealth, sleight of hand, and lockpicking. Acrobatics are a poor-woman's Athletics, mainly used for the resisting grapples and shoves; its basically a skill tax to replace a STR/DEX save. Sleight of hand is only used by people that want to make a point of picking pockets with their character - an unnecessary skill. Stealth is godly, and lockpicking tools for disarming traps is likewise an awesome tool to have.</p><p>CON has no skills</p><p>WIS has several skills, of various value. Animal Handling is generally used in place of "speak animal" (which is a function of INT anyways) and there's even a spell for it if you need to know the language; also used to social-fu animals or control a mount, which should be CHA, especially because paladins. Medicine is... lackluster with the healing kit around. Survival is used to, well, survive in games like the most recent Tomb path (rangers auto-succeed here). Insight and Perception are godly skills, though like Acrobatics/Athletics, they're used to resist what others do, effectively being a kind of Save. </p><p>CHA has four skills - perform (worthless), deception, persuasion, intimidate. For the most part, you only need one of persuasion/intimidate as a "convince people" skill, and deception when you need to lie. You can also roll flat CHA for picking up trivia and rumors around town, the old Bardic Lore trick.</p><p>INT has five skills, but don't let them fool you; only Arcana is really of any value. History is basically a poor man's Identify spell, and can be decieved by fakes/cursed objects, while the spell won't be. Nature is a bookish Survival. Religion wishes it could identify things like Arcana. Investigation is often passed over in favor of Perception. Now, don't get me wrong - Arcana is a necessary skill for many adventurer parties, and is the swiss army knife of INT skills. But its still just one skill. </p><p></p><p>INT also applies to several kits - disguises, crafts, forgeries, games. All in all, this is actually an area where INT is actually showing a bit of use, though mainly for the rogue, and through Tools instead of listed skills; there's a lot of deception-based techniques here that rely on INT. If you have a rogue that's using these kind of skills for any reason, INT is a key skill. If you have a rogue-type relying on poisons or making impromptu traps, INT is a key skill. Crafting and games are generally meaningless via core rules, though.</p><p></p><p>Lastly, INT is used to language creatures without sharing an actual language. Good for understanding wizard familiars too, or for infiltrating an orcish/goblin hoard and trying to figure out their plans. </p><p></p><p></p><p>So, after looking at everything, the main problem comes down to two things, as far as I can tell. One, only the wizard types and rogues types really want INT. Two, saves are terrible. If you want to make INT something less of a dump stat, I guess the option is to look into what's lacking and bump it up a bit. So we have one and half-classes that like INT for the skills/tools. Put a focus on those things. Maybe take a look at another class, see if maybe you want to make Fighter maneuvers to be INT based instead of STR/DEX based, or make some metamagics rely on INT, or something.</p><p></p><p>And forget what's in the MM, start making some calls to have INT and CHA saves instead of everything being WIS. WIS is basically only good at resisting things; its the CON of mental stats, but you use skills and saves instead of hp. Even Insight and Perception tend to be used to resist someone/thing hiding or someone manipulating you. Its got lots of resisty stuff already, so tweaking around what saves come up can't hurt. Set a guideline - CHA to resist something like Hold Person type effects and fight off fear; use mental strength to push back, WIS to notice stuff like illusions, and INT to .. I don't know. Maybe to avoid forgetting something? Make INT saves for common sense checks or if a player remembers something that happened in the past?</p></blockquote><p></p>
[QUOTE="Mephista, post: 7266847, member: 6786252"] INT being least important stat: An Analysis. There are three types of rolls using the attributes - attacks, skill checks, and saves. For the sake of simplicity, I'm including forcing an enemy save as a kind of attack. I'm going to look at each of those three kinds of rolls to see how and why INT is underutilized. [SIZE=4]Attacks[/SIZE] There are three STR based classes (fighter, barbarian, paladin, some gishes) There are four DEX based classes (fighter, rogue, monk, ranger, some gishes) There are four CHA based classes (paladin, bard, sorcerer, warlock) There are four WIS based classes (cleric, druid, ranger, monk) There is one INT based class (wizard), along with some potential with rogues. This is the fundamental problem with INT being underutilized. Only the wizard really cares, and some Rogues care, depending if your GM is generous with using PC based poisons. [SIZE=4]Save analysis: [/SIZE]Someone else did a giant analysis elsewhere. I can't find the link, and I'm not going to reproduce the counts, but in a nutshell, these were basically the results. [list][*]STR saving throws are tied with DEX saving throws. Most STR saves come after being hit by an attack. The majority of DEX saves were overwhelmingly the result of fighting dragons; that includes spellcasters in the Monster Manual. [*]I don't remember the results of CON saves, but they remained highly relevant [*]WIS tended to be used to resist almost anything related to mental influence [*]CHA was used to resist banishment and direct possession. [*]INT versus mind flayers. And some other psychic types, but mostly mind flayers. [/list] INT and CHA are far and away the least used save. I think it was less than 10 between all mental saves. So, while there's a staggering amount of WIS saves and there's a lot of physical saves, both CHA and INT are pretty much ignored. [SIZE=4]Skills[/SIZE] So, what do we roll for skills? STR has only one skill, and boy, is it a doozy. Athletics is pretty much any kind of roll you'd like to make with a body, save balance checks. Jump, climb, swim.. its all there. Plus, you get to resist shoves and grapples here. DEX has a few skills - acrobatics, stealth, sleight of hand, and lockpicking. Acrobatics are a poor-woman's Athletics, mainly used for the resisting grapples and shoves; its basically a skill tax to replace a STR/DEX save. Sleight of hand is only used by people that want to make a point of picking pockets with their character - an unnecessary skill. Stealth is godly, and lockpicking tools for disarming traps is likewise an awesome tool to have. CON has no skills WIS has several skills, of various value. Animal Handling is generally used in place of "speak animal" (which is a function of INT anyways) and there's even a spell for it if you need to know the language; also used to social-fu animals or control a mount, which should be CHA, especially because paladins. Medicine is... lackluster with the healing kit around. Survival is used to, well, survive in games like the most recent Tomb path (rangers auto-succeed here). Insight and Perception are godly skills, though like Acrobatics/Athletics, they're used to resist what others do, effectively being a kind of Save. CHA has four skills - perform (worthless), deception, persuasion, intimidate. For the most part, you only need one of persuasion/intimidate as a "convince people" skill, and deception when you need to lie. You can also roll flat CHA for picking up trivia and rumors around town, the old Bardic Lore trick. INT has five skills, but don't let them fool you; only Arcana is really of any value. History is basically a poor man's Identify spell, and can be decieved by fakes/cursed objects, while the spell won't be. Nature is a bookish Survival. Religion wishes it could identify things like Arcana. Investigation is often passed over in favor of Perception. Now, don't get me wrong - Arcana is a necessary skill for many adventurer parties, and is the swiss army knife of INT skills. But its still just one skill. INT also applies to several kits - disguises, crafts, forgeries, games. All in all, this is actually an area where INT is actually showing a bit of use, though mainly for the rogue, and through Tools instead of listed skills; there's a lot of deception-based techniques here that rely on INT. If you have a rogue that's using these kind of skills for any reason, INT is a key skill. If you have a rogue-type relying on poisons or making impromptu traps, INT is a key skill. Crafting and games are generally meaningless via core rules, though. Lastly, INT is used to language creatures without sharing an actual language. Good for understanding wizard familiars too, or for infiltrating an orcish/goblin hoard and trying to figure out their plans. So, after looking at everything, the main problem comes down to two things, as far as I can tell. One, only the wizard types and rogues types really want INT. Two, saves are terrible. If you want to make INT something less of a dump stat, I guess the option is to look into what's lacking and bump it up a bit. So we have one and half-classes that like INT for the skills/tools. Put a focus on those things. Maybe take a look at another class, see if maybe you want to make Fighter maneuvers to be INT based instead of STR/DEX based, or make some metamagics rely on INT, or something. And forget what's in the MM, start making some calls to have INT and CHA saves instead of everything being WIS. WIS is basically only good at resisting things; its the CON of mental stats, but you use skills and saves instead of hp. Even Insight and Perception tend to be used to resist someone/thing hiding or someone manipulating you. Its got lots of resisty stuff already, so tweaking around what saves come up can't hurt. Set a guideline - CHA to resist something like Hold Person type effects and fight off fear; use mental strength to push back, WIS to notice stuff like illusions, and INT to .. I don't know. Maybe to avoid forgetting something? Make INT saves for common sense checks or if a player remembers something that happened in the past? [/QUOTE]
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