Yaarel
🇮🇱 🇺🇦 He-Mage
DEX (attack): STR (save to avoid), CON (save to withstand)
CHA (DC): INT (save to avoid), WIS (save to withstand)
Here is a closer look at the mechanical benefits to balance the DSC-CIW ('deskew') permutation. Note, the listed benefits are from greatest to least. Example, for DEX, the Attack bonus is huge, then Stealth is solidly useful, then Sleight is situationally good especially when to pick locks and to do other actions that require fine motor skills.
Attack/DC | Save/AC (Avoid) | Save/AC (Withstand) | |
Physical Ability | DEXTERITY • Physical Attack. • Stealth. • Sleight. | STRENGTH • Reflex save. • AC Light Armor. • Physical Damage if certain weapons. • Unarmed Strike. • Athletics (gymnastic, jump, balance, so on). • Lifting. | CONSTITUTION • Fortitude save. • Hit points. • AC Heavy Armor. |
Mental Ability | CHARISMA • Spell DC. • Magical Weapon Attack (Hexblade, Bladesinger, so on). • Mental Attack. • Persuasion (charm, build trust, debate). • Insight (psychology, empathy, telepathy). • Performance (selfexpression, art, luxury, prestige). | INTELLIGENCE • Perception save (v illusory, hidden, fake). • Initiative. • Search / Spot. • All Knowledge skills. • Deception. | WISDOM • Will save (courage v charm, frighten, dominate). • Concentration save. • Intimidation (courage, frighten, give courage; skullduggery, criminality, policework, streetwise). |
In this DSCCIW configuration, as far as I can tell, the three physical abilities seem about equal to each other. Does anyone notice a problem with balance? Strength is sensical and mechanically appealing. Constitution is what it is, but also becomes the prereq for the AC from wearing Heavy Armor.
The mental abilities need work. For a spellcaster Charisma seems solid, for noncasters meh. Generally, players would probably choose between Charisma and Dexterity for the main Attack/DC, then dump the other, so this is an issue. Intelligence is starting to get viable in combat but needs more solid combat benefit. Wisdom looks subpar and needs help.
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