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How does one roleplay a 49 Intelligence? Plus! Mega Super *BONUS* Questions!
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<blockquote data-quote="Al'Kelhar" data-source="post: 1845240" data-attributes="member: 7884"><p>How the *heck* does your DM run a campaign with a character with Int 49?</p><p></p><p>DM: Weeeeell, today the bad guys' long-term goal would've come to frutition, but since you could work out every nefarious scheme they've come up with from hearing a single sentence uttered by a distant relative of the girlfriend of one of the low level grunts in their organisation, and unfailingly predict the exact way in which the whole scheme would operate from the very first day, and have put in place your own operations to stymie and stifle every possible permutation of the nefarious schemes well in advance of those schemes even being considered by the bad guys, it doesn't. You're bored. You spend a few minutes reconciling<em>teleportation</em> magic and the Grand Unifying Theory of physics. Then you're bored again...</p><p></p><p></p><p>It's like those stupid ethergaunts from <em>Fiend Folio</em>. Playing creatures or characters with stupendous mental abilities requires major suspension of disbelief. OK, you can estimate how powerful Str 49 would be, because using the formulas in the PH you can work out how much a creature that strong can carry. But Int 49 is just beyond the realms of what a player of ordinary human intelligence can get a handle on. This is where D&D stats break down. If what you're trying to do is get the <em>mechanical result</em> of an Int 49 for your character - bonus spells, spell save DCs, skill points etc. - then have your character with really really high - but comprehensible - Intelligence (e.g. 25) and "hand-wave" the rest. It's about as authentic as purporting to play an actual Int 49 character.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 1845240, member: 7884"] How the *heck* does your DM run a campaign with a character with Int 49? DM: Weeeeell, today the bad guys' long-term goal would've come to frutition, but since you could work out every nefarious scheme they've come up with from hearing a single sentence uttered by a distant relative of the girlfriend of one of the low level grunts in their organisation, and unfailingly predict the exact way in which the whole scheme would operate from the very first day, and have put in place your own operations to stymie and stifle every possible permutation of the nefarious schemes well in advance of those schemes even being considered by the bad guys, it doesn't. You're bored. You spend a few minutes reconciling[i]teleportation[/i] magic and the Grand Unifying Theory of physics. Then you're bored again... It's like those stupid ethergaunts from [i]Fiend Folio[/i]. Playing creatures or characters with stupendous mental abilities requires major suspension of disbelief. OK, you can estimate how powerful Str 49 would be, because using the formulas in the PH you can work out how much a creature that strong can carry. But Int 49 is just beyond the realms of what a player of ordinary human intelligence can get a handle on. This is where D&D stats break down. If what you're trying to do is get the [i]mechanical result[/i] of an Int 49 for your character - bonus spells, spell save DCs, skill points etc. - then have your character with really really high - but comprehensible - Intelligence (e.g. 25) and "hand-wave" the rest. It's about as authentic as purporting to play an actual Int 49 character. Cheers, Al'Kelhar [/QUOTE]
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