How to model the 24 and 6 int character

Stalker0

Legend
I recently had an issue where one of my players had a dominated creature. My player gave him commands, and playing the dominated creature as best I can came up with ways to subvert his orders.

So when my player said don't kill any people, this creature started killing animals. When I told my player he had never said animals, he retorted, "Well I didn't think of it, but I don't have a 24 int. My character does though, he would have thought of it." He was exactly right, so I've tried to model intellingence a little more mechanically for these kinds of situations:



I'm assuming all my players have a 10 int...that's probably low but its a good starting assumption. Whenever my player makes a series of commands to a dominated creature...he gets as many free pases as his int modifier.

So if my player is playing a wizard with 24 int, he has a +7. As the dm if I come up with a valid idea for the monster that my player didn't mention...I mark that off as a freebie (the character thought of that contingency, just the player didn't).

So in the example I had a problem with...the magister says don't kill any people to his creature. The creature tries to kill animals, as the wizard just said people. The wizard says he would have said no to that, so I mark it off as a freebie. The creature thinks his master said not to kill, he didn't say anything about maiming. The wizard tells the DM that he also thought of that one, so again I mark it off as a freebie and so forth until he runs out of freebies...then anything else I come up with is fair game.

Now for characters with negative stats...they give me a series of commands. For every stat mod in the negative, one of their commands has a 25% chance to not have been said.

So let's say the wizard tells the creature to obey all orders given by the fighter. The fighter tells the creature, don't move, don't cast any spells, and don't talk.

The fighter has a -2 int, so the dm decides there's a 25% chance the warmain did not say, "cast any spells" and a 25% chance he didn't say "don't talk". The 25% hits on the cast any spells, but fails on the don't talk. So the creature knows that he can't talk (and probably not use any somatic components) but he could use a spell-like ability freely.
 

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funy thing about semantics is that its a combination of intellect and intuition
you should be looking at the monsters brain power as well because a low wis score might be why its dominated in the first place my advice is not to make interactions like that mechanical it messes up pc npc interactions if too many rules get in the way if the players haven't caught on to your tricks its their problem that they aren't as smart as you not that they aren't as smart as their characters
 

Its the old saying...two heads are better than one. Keep in mind when a person gives commands to a creature he is doing on the spot...but the creature may have hours to think about those orders and try to subvert them.
 


I like the ruling. :)


My only problem is that, just because said character has a 24 Int, doesn't guarantee that he WOULD have thought of it. There are many examples of extremely smart individuals doing very dumb things.
 

Storyteller01 said:
I like the ruling. :)


My only problem is that, just because said character has a 24 Int, doesn't guarantee that he WOULD have thought of it. There are many examples of extremely smart individuals doing very dumb things.

Maybe an intelligence check for each try maybe? DC 20ish perhaps?
 


Storyteller01 said:
I like the ruling. :)


My only problem is that, just because said character has a 24 Int, doesn't guarantee that he WOULD have thought of it. There are many examples of extremely smart individuals doing very dumb things.

Very true, but this is a very crude approximation. I mean, if we take the model to real life, a 24 int character is smarter than any human who has every lived.

I'm giving him 7 additional things that he didn't think of, but after that its fair game. So as a dm , if i really want to play off on that....I can come up with 7 "intelligent" things to get my player to use them up. Then I can come up with one "obvious" idea and he just has to take it.

I would not recommened int rolls as you want to keep this mechanic as simple as possible. You don't want to have to make tons of checks everytime a construct is given commands.
 

Don't make those rules at all, they ruin the game mechanism and the flow in the game.
As a player already knows alot of the entire game... he might have 11 or 12 int in the real world, roleplayers usually are kindof smart, anyway.. knowing it all on forehand, make him much smarter in the D&D and in the real world. Another point is, Any1 here a father? (im not) but there many of those stories, with the child doing something 'wrong' simply beause its not said. "Dont climb the couch it might get broken" and the child climbs.. lets say the New leather chair instead... as 'it' was onl told not to climb the couch. My point is... Even though your VERY smart.. It would take ages explaining everything the creature can and can't do.
If the player ever come up with that intelligence comment again, just tell him to say it next on forehand, and nearly make the Duration of the spell end before he finishes explaining this, and he will stop those comments
 

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