Is_907
First Post
I think this is a feat opportunity.
Seconded.
I think this is a feat opportunity.
Not always. My real problem with Initiative is that the result is scattered by the whim of the fiendish d20, which means bonuses don't matter much unless they are really high (via Imp. Init. feat) or you happen to get a roll close to that of the monster. With attacks, saves, skill rolls, etc. you are up against fixed DCs and you also get many repetitions, which gives the "law of averages" a chance to work. But for Init, you still get (normally) only one roll per encounter.I agree re: wizards not being as fast on the gun as rangers and rogues (which also prevents wizards from wiping out minions in a big AOE strike before the melee characters have entered combat).
Personally, my current plan to fix Int is to give bonus trained class skills at Int 14, Int 18, Int 22, etc., with wizards, rogues, and warlords getting one less trained skill normally (to balance high-Int wizards and warlords and encourage rogues once more to use Int)
I thought about that but wanted to keep bonuses to even numbers, like most things (although I'm honestly still up in the air as whether to do 15/20 or 14/18, I think it's just a balance issue to be decided with testing).I had a similar idea, only putting the bonus points at Int 15, Int 20, etc.
I agree, however I couldn't come up with any other ways to use Int (I didn't want to make it add to Init. for reasons stated above and to differentiate Int from Dex) and this just means a smarter person is good at more things, but not better at particular things (except Int skills), which makes enough sense for me.I keep thinking there must be a good reason they completely freed the skill system from Int. I mean, only 3 of 17 skills even use it as their key ability