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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: 9663333" data-attributes="member: 58172"><p>The challenge is, the mental abilities are generally nonuseful in combat. Spellcasters use them for spells. But nonmagic concepts tend to dump them, with only occasional minor investments.</p><p></p><p>A solution is, the features of the Warlord class that do use the mental abilities for combat, become instead the basic traits of the mental abilities themselves. So far in 5e, there is no Warlord class whose 'niche needs protection'. Thus any Fighter that invests in Wisdom, Charisma, or Intelligence can do its morale, inspirational, or tactical Actions. Likewise, spellcasters can do the nonmagical Actions when choosing to not cast spells.</p><p></p><p>The amount of design space for each ability is clear. An ability is worth an Attack bonus, to the main thus virtually every attack, plus a minor ribbon for thematic flavor. Comparably, an ability is worth a solid defensive save and a pool of hit points. Or a solid defensive save and an important combat utility such as mobility. Likewise each of the mental abilities need to include combat traits that are equally satisfying, enough to make choosing between a physical ability or a mental ability a tough choice. In sum, a mental ability is a substantial amount of design space to cover one or more powerful Warlord-like traits.</p><p></p><p>The concept of the Intelligence ability is well understood with its Knowledge and Perception, and would correlate the 'tactician' traits relating to tracking and predicting.</p><p></p><p>Conceptually, Wisdom and Charisma are two sides of the same coin. Both relate to a sense of self and a holism where the whole is greater than sum of the parts, and leaning into the mystical. Charisma focuses more on beauty and eloquence, along with prestige, status, glamor, fate, luck and success.</p><p></p><p>Then Wisdom focuses more on courage and sanity, relating to its willpower save. This associates the fortitude of the sense of self. More, the courage expands to various nuances. Intimidation is like a test of wills, a test of respective courage. Wisdom can inflict fear on foes and remove fear from friends. The courage can inspire morale among teammates. This ability can maintain calm and centeredness despite terrifying scenarios, thus is a go-to for both policework and criminality. Generally, the Wisdom mental ability can accommodate the Warlord-like traits relating morale, nonphysical healing from courage and mental focus, and bonuses to attack relating to bravery.</p><p></p><p>In other words, Wisdom can become an appealing choice for combat.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9663333, member: 58172"] The challenge is, the mental abilities are generally nonuseful in combat. Spellcasters use them for spells. But nonmagic concepts tend to dump them, with only occasional minor investments. A solution is, the features of the Warlord class that do use the mental abilities for combat, become instead the basic traits of the mental abilities themselves. So far in 5e, there is no Warlord class whose 'niche needs protection'. Thus any Fighter that invests in Wisdom, Charisma, or Intelligence can do its morale, inspirational, or tactical Actions. Likewise, spellcasters can do the nonmagical Actions when choosing to not cast spells. The amount of design space for each ability is clear. An ability is worth an Attack bonus, to the main thus virtually every attack, plus a minor ribbon for thematic flavor. Comparably, an ability is worth a solid defensive save and a pool of hit points. Or a solid defensive save and an important combat utility such as mobility. Likewise each of the mental abilities need to include combat traits that are equally satisfying, enough to make choosing between a physical ability or a mental ability a tough choice. In sum, a mental ability is a substantial amount of design space to cover one or more powerful Warlord-like traits. The concept of the Intelligence ability is well understood with its Knowledge and Perception, and would correlate the 'tactician' traits relating to tracking and predicting. Conceptually, Wisdom and Charisma are two sides of the same coin. Both relate to a sense of self and a holism where the whole is greater than sum of the parts, and leaning into the mystical. Charisma focuses more on beauty and eloquence, along with prestige, status, glamor, fate, luck and success. Then Wisdom focuses more on courage and sanity, relating to its willpower save. This associates the fortitude of the sense of self. More, the courage expands to various nuances. Intimidation is like a test of wills, a test of respective courage. Wisdom can inflict fear on foes and remove fear from friends. The courage can inspire morale among teammates. This ability can maintain calm and centeredness despite terrifying scenarios, thus is a go-to for both policework and criminality. Generally, the Wisdom mental ability can accommodate the Warlord-like traits relating morale, nonphysical healing from courage and mental focus, and bonuses to attack relating to bravery. In other words, Wisdom can become an appealing choice for combat. [/QUOTE]
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Is it possible to balance the six abilities?
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