Yaarel
🇮🇱 🇺🇦 He-Mage
If feel eight abilities work well in D&D:
• Strength (brute/size), Constitution (toughness/fortitude)
• Dexterity (precision), Athletics (mobility/reflex)
• Intelligence (lore/intution), Perception (five senses/detect hidden)
• Charisma (social skills/emphathy), Wisdom (sanity/willpower)
All of these terms and concepts are normal terms and mechanics in D&D. Perception is a must-have, in frequent use, and to elevate it to an ability is more convenient, especially when it functions as saving throw versus invisibility, hiding, illusion, and similar. Similarly Athletics.
By dividing abilities up this way, the D&D game gains a number of benefits. Each ability becomes clearer and disambiguates: what the ability is, how it works, and WHEN to use it, and WHEN NOT to use one of the other abilities. Moreover, the abilities balance better. When Athletics takes the mobile agility from Strength climbing and jumping, and takes the dodging relfex and AC bonus from Dex, Athletics is good, but not overly powerful. Strength is still the go-to for damage dealing and now is the prerequisite for Large size and its larger weapon damage (and carrying when significant). Dexterity remains necessary for precision checks, like stealthy movement, and aiming ballistic weapons. Dexterity is a benefit but no longer crazily imbalanced. In this eight-ability environment, each ability is more limited in what it can do, but only focuses on mechanics that actually get used frequently during gameplay. So even Intelligence, in the sense of ways of knowing things, whether formal education or intuitive discernment and scrutiny, becomes appealing to invest in. Charisma is the go-to for all social interactions, while Wisdom retains its traditional sense of willpower and maintaining sanity, thus tends to be the mental saving throw.
When the abilities are these eight, the game works better.
• Strength (brute/size), Constitution (toughness/fortitude)
• Dexterity (precision), Athletics (mobility/reflex)
• Intelligence (lore/intution), Perception (five senses/detect hidden)
• Charisma (social skills/emphathy), Wisdom (sanity/willpower)
All of these terms and concepts are normal terms and mechanics in D&D. Perception is a must-have, in frequent use, and to elevate it to an ability is more convenient, especially when it functions as saving throw versus invisibility, hiding, illusion, and similar. Similarly Athletics.
By dividing abilities up this way, the D&D game gains a number of benefits. Each ability becomes clearer and disambiguates: what the ability is, how it works, and WHEN to use it, and WHEN NOT to use one of the other abilities. Moreover, the abilities balance better. When Athletics takes the mobile agility from Strength climbing and jumping, and takes the dodging relfex and AC bonus from Dex, Athletics is good, but not overly powerful. Strength is still the go-to for damage dealing and now is the prerequisite for Large size and its larger weapon damage (and carrying when significant). Dexterity remains necessary for precision checks, like stealthy movement, and aiming ballistic weapons. Dexterity is a benefit but no longer crazily imbalanced. In this eight-ability environment, each ability is more limited in what it can do, but only focuses on mechanics that actually get used frequently during gameplay. So even Intelligence, in the sense of ways of knowing things, whether formal education or intuitive discernment and scrutiny, becomes appealing to invest in. Charisma is the go-to for all social interactions, while Wisdom retains its traditional sense of willpower and maintaining sanity, thus tends to be the mental saving throw.
When the abilities are these eight, the game works better.