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General Tabletop Discussion
*Dungeons & Dragons
Is it possible to balance the six abilities?
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<blockquote data-quote="Yaarel" data-source="post: 9647275" data-attributes="member: 58172"><p>The six-ability arrangement here seems a way forward toward balance. Note, one doesnt gain a bonus to the d20 attack roll from Strength. Only "precise" Dexterity grants a bonus to the d20 attack roll. "Sleight" literally means the "slyness" of the hand, and applies to any kind manual dexterity test for hand-eye coordination, thus typically for noncombat but occasionally for combat. So, the physical abilities are starting to feel comparable to each other. The mental abilities feel too skewed toward benefits for magic (including advanced technology), and perhaps not useful enough in combat for nonmagic characters. Wisdom feels a bit subpar, when there is no "mental hit points" to shore up its combat application.</p><p></p><table style='width: 100%'><tr><td style='width: 25.0000%'></td><td style='width: 25.0000%'><em>Offense</em></td><td style='width: 25.0000%'><em>Defense</em></td><td style='width: 25.0000%'><em>Defense</em></td></tr><tr><td style='width: 25.0000%'><em>Physical</em></td><td style='width: 25.0000%'><strong>DEXTERITY</strong><br /> Attack Bonus<br /> Stealth<br /> Sleight<br /> <br /> <br /> </td><td style='width: 25.0000%'><strong>STRENGTH</strong><br /> Reflex Save<br /> AC Dodge Bonus<br /> Heavy Armor<br /> Damage Bonus<br /> Athletics<br /> (balance, fall, tumble)<br /> Unarmed Combat<br /> Powerlifting</td><td style='width: 25.0000%'><strong>CONSTITUTION</strong><br /> Fortitude Save<br /> Hit Points<br /> <br /> <br /> <br /> </td></tr><tr><td style='width: 25.0000%'><em>Mental</em></td><td style='width: 25.0000%'><strong>CHARISMA</strong><br /> Magic DC Bonus<br /> Persuasion<br /> Insight<br /> Intimidation</td><td style='width: 25.0000%'><strong>INTELLIGENCE</strong><br /> Perception Save<br /> Initiative<br /> All Knowledge<br /> (medicine, poison)<br /> Deception<br /> (imitation, disguise)</td><td style='width: 25.0000%'><strong>WISDOM</strong><br /> Sanity Save<br /> Concentration<br /> <br /> </td></tr></table></blockquote><p></p>
[QUOTE="Yaarel, post: 9647275, member: 58172"] The six-ability arrangement here seems a way forward toward balance. Note, one doesnt gain a bonus to the d20 attack roll from Strength. Only "precise" Dexterity grants a bonus to the d20 attack roll. "Sleight" literally means the "slyness" of the hand, and applies to any kind manual dexterity test for hand-eye coordination, thus typically for noncombat but occasionally for combat. So, the physical abilities are starting to feel comparable to each other. The mental abilities feel too skewed toward benefits for magic (including advanced technology), and perhaps not useful enough in combat for nonmagic characters. Wisdom feels a bit subpar, when there is no "mental hit points" to shore up its combat application. [TABLE width="100%"] [TR] [td width="25.0000%"][/td] [td width="25.0000%"][I]Offense[/I][/td][td width="25.0000%"][I]Defense[/I][/td][td width="25.0000%"][I]Defense[/I][/td] [/TR] [TR] [td width="25.0000%"][I]Physical[/I][/td][td width="25.0000%"][B]DEXTERITY[/B] Attack Bonus Stealth Sleight [/td] [td width="25.0000%"][B]STRENGTH[/B] Reflex Save AC Dodge Bonus Heavy Armor Damage Bonus Athletics (balance, fall, tumble) Unarmed Combat Powerlifting[/td][td width="25.0000%"][B]CONSTITUTION[/B] Fortitude Save Hit Points [/td] [/TR] [TR] [td width="25.0000%"][I]Mental[/I][/td][td width="25.0000%"][B]CHARISMA[/B] Magic DC Bonus Persuasion Insight Intimidation[/td] [td width="25.0000%"][B]INTELLIGENCE[/B] Perception Save Initiative All Knowledge (medicine, poison) Deception (imitation, disguise)[/td][td width="25.0000%"][B]WISDOM[/B] Sanity Save Concentration [/td] [/TR] [/TABLE] [/QUOTE]
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Is it possible to balance the six abilities?
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