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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: 9652819" data-attributes="member: 58172"><p>Your comments are interesting, and I want to explore Flashback and Flashforward.</p><p></p><p>Before I do, I want to address when "tradition" becomes unhealthy. I too dislike learning new systems. I now use D&D 5e 2024 now for every genre. I rely on D&D. All the more reason D&D needs to function well.</p><p></p><p></p><p>Designers have been trying to 'jazz' up the six abilities for 50 years and relentlessly fail. It is unhealthy to continue the doomed quest.</p><p></p><p>The main problem is, Dexterity is disruptively better than Strength and Constitution. Similarly, Wisdom is disruptively better than Intelligence and Charisma. Generally, the physical abilities are better than the mental abilities. The only solution toward balance is either to split Dexterity and Wisdom up, or oppositely figure out how to lump them a bit better. Generally find ways to improve the mental abilities in combat.</p><p></p><p>Dexterity is broken (unbalanced). But to split Balance away from Athletics is wrong and ignorant. It also harms the game by forcing a double investment in both Strength and Dexterity which as-is is almost strictly self-defeating. The ignorance about how the body functions athletically also cripples the agile, gymnastic, swashbuckling genre from functioning well in D&D.</p><p></p><p>Note, the situation is a bit different for casters. These can become single-ability-dependent, especially with regard to Charisma. As a separate consideration which is easy to accomplish, the casters need to depend on at least two mental abilities − similar to how a Fighter needs to depend on at least two physical abilities.</p><p></p><p>There are ways to make the abilities healthy. But it requires relaxing the dysfunctional fixation.</p><p></p><p>D&D (especially 5e including both 5.14 and 5.24) is a great system. It mostly works well and is remarkably robust. There is no reason to fear fixing the abilities. It will mostly be tweaks with the tradition continuing to shine thru.</p><p></p><p></p><p>Having four abilities still preserves the D&D-isms: </p><p>Strength, Dexterity, Charisma, and Intelligence.</p><p></p><p>Having eight abilities still preserves the D&D-isms:</p><p>Strength-Constitution, Dexterity-Athletics, Charisma-Wisdom, Intelligence-Perception.</p><p></p><p></p><p>If six abilities are actually possible at all, it would require redefinitions far beyond 'jazzing up'.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9652819, member: 58172"] Your comments are interesting, and I want to explore Flashback and Flashforward. Before I do, I want to address when "tradition" becomes unhealthy. I too dislike learning new systems. I now use D&D 5e 2024 now for every genre. I rely on D&D. All the more reason D&D needs to function well. Designers have been trying to 'jazz' up the six abilities for 50 years and relentlessly fail. It is unhealthy to continue the doomed quest. The main problem is, Dexterity is disruptively better than Strength and Constitution. Similarly, Wisdom is disruptively better than Intelligence and Charisma. Generally, the physical abilities are better than the mental abilities. The only solution toward balance is either to split Dexterity and Wisdom up, or oppositely figure out how to lump them a bit better. Generally find ways to improve the mental abilities in combat. Dexterity is broken (unbalanced). But to split Balance away from Athletics is wrong and ignorant. It also harms the game by forcing a double investment in both Strength and Dexterity which as-is is almost strictly self-defeating. The ignorance about how the body functions athletically also cripples the agile, gymnastic, swashbuckling genre from functioning well in D&D. Note, the situation is a bit different for casters. These can become single-ability-dependent, especially with regard to Charisma. As a separate consideration which is easy to accomplish, the casters need to depend on at least two mental abilities − similar to how a Fighter needs to depend on at least two physical abilities. There are ways to make the abilities healthy. But it requires relaxing the dysfunctional fixation. D&D (especially 5e including both 5.14 and 5.24) is a great system. It mostly works well and is remarkably robust. There is no reason to fear fixing the abilities. It will mostly be tweaks with the tradition continuing to shine thru. Having four abilities still preserves the D&D-isms: Strength, Dexterity, Charisma, and Intelligence. Having eight abilities still preserves the D&D-isms: Strength-Constitution, Dexterity-Athletics, Charisma-Wisdom, Intelligence-Perception. If six abilities are actually possible at all, it would require redefinitions far beyond 'jazzing up'. [/QUOTE]
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Is it possible to balance the six abilities?
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