D&D 5E Intelligence, the Forgotten Ability


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I am belligerent in my opinion that Bards and Warlocks should be INT based. For one, Charisma is way overused for magic in D&D. For two, how Bards and Warlocks obtain their power seems way more in line with INT than Charisma. For three, Sorcerers being the only Charisma based mage class would feel more flavorful. (as a side note I also wish Paladins had to use WIS for their magic)

The class about FORBIDDEN KNOWLEDGE really should involve knowledge a lot more. I can see Bards being Charisma casters (with Intelligence as a secondary of sorts in their lore abilities), but Warlocks should absolutely be an Intelligence-based class (yes, the rare sort can trick the Devil, or even out-fiddle him, but most folks need to know how to make a valid contract with him).
 

There are only four abilities:

Strength
(Athletics/Acrobatics, Gymnastics, Tumbling, Jumping, Balance, Climb, Fall, Melee Weapon, Grappling, Punching, Kicking, Finesse)

Dexterity
(Manual Dexterity, Shoot Ranged Weapon, Stealth, Craft)

Intelligence
(Perception, Senses, Knowledge, Deception)

Charisma
(Willpower, Persuasion, Empathy, Communication)



Wisdom is strictly redundant.

Constitution is passive, hence not an ability, and is probably better if it is instead a race feature, including bonus hit points and size, along with fortitude, longevity, and death save bonus.
 

There are only four abilities:

Strength
(Athletics/Acrobatics, Gymnastics, Tumbling, Jumping, Balance, Climb, Fall, Melee Weapon, Grappling, Punching, Kicking, Finesse)

Oh this again - you can be tremendously strong without having great balance or finesse. I completely do agree with you that a good athlete should have both strenght and dexterity however (gymnastic is a great example where both are required).

And I know a lot of very wise persons who aren't particularly charismatic.
 

I am belligerent in my opinion that Bards and Warlocks should be INT based. For one, Charisma is way overused for magic in D&D. For two, how Bards and Warlocks obtain their power seems way more in line with INT than Charisma. For three, Sorcerers being the only Charisma based mage class would feel more flavorful. (as a side note I also wish Paladins had to use WIS for their magic)
You will never sell the idea that the Bard isn't first in line for Charisma.
 


Scientifically, there is a difference between fine motor skills of fingers and manual dexterity, and global motor skills of body coordination. Strength (athletics/gymnastics) corresponds to the latter.

Global motor skills mainly involve coordination of arms and legs, including running, jumping, somersaults, sliding, balance, posture, swimming, throwing, catching, punching, kicking, and so on. This category of human physical development inseparably corresponds to the Athletics skill check.



Weight lifting in the sense of lifting heavier amounts of weight is a *skill* that one has to train in. Weight training.

Otherwise, a person who is naturally athletic is normally both generally strong and balanced with muscular coordination.
 
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I always make my Sorcerers have intelligence so they can get Ritual Casting Wizard or Cleric feat, it massively supplements their spells known.

This is especially true for Sorcerers, Rangers, Eldrich Knights, Arcane Archers, Monks, and Arcane Tricksters who don't have as many spells known as other classes.

There also clever ways to combine knowledge skills and spells. Gate works better with a knowledge of fiend/celestial/fey/elemental and so on names, and Planar Ally works better when you know how to make a proper offering to the deity or semidivinity your asking an ally from. A Arcanea roll to know the right vibration Planeshift to a demiplane.

Also Nature is effectively the nature science skill (Biology, Ecology, Physics, Geology, Chemistry all of which falls within nature). That can be useful when casting spells that effect wild life, terrain, and natural forces. Water Vechiles plus nature to steer a ship through nasty weather makes sense with advantage.

History can be used to navigate ruins (I saw a map once in an ancient archive of this place when in was still in use).

History can also be used to figure out how dangerous enemies and other challenges based on historical examples. (King Arzoun once dealt with a pack of Gnolls successfully by using tactic x).

None of those are house rules btw.

Here is the thing, intelligence is one of the most powerful stats in the game, both the players and the characters! See to get the most out of your characters intelligence score the player has to use their own RL intelligence to get the best out of it. I like how poetic that is.
 
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The best way to fix Intelligence is to delete Wisdom.

The Perception and Willpower split up into Intelligence and Charisma respectively.
 

Also if you use the optional rule of using skills with different stats, you can use Intelligence with Persuasion to make legal arguments based on your knowledge of the law. Perhaps intelligence + History would be better for that unless it's new laws.
 

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