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Jeremy Crawford on Xanathar's Rogue Inquisitive Subclass
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<blockquote data-quote="GreenTengu" data-source="post: 7725109" data-attributes="member: 6777454"><p>Every time I have seen traps utilized in 5E so far, it has always been treated as a "make a Perception check to notice you are about to step on a trap" with an Investigation check to find the traps requiring that the person pro-actively make the check which means the 19/20 times there are no traps, they will be wasting everyone's time making that roll until they get the idea that the rest of the group is getting tired of them making pointless rolls and on that 1/20 times, chances are the DM set the DC so high that you'll have failed to make it-- or watch that be the one time you didn't bother to check as everyone started snapping at you for checking every single door and room and hallway and container.</p><p></p><p>And the only other skills tied to Intelligence are all very specific fields of "ask the DM a question and hopefully get an honest answer if you roll high enough", which often enough (too often I find) results in revealing the DM really hadn't put any thought into that aspect of their world and I am way off track or maybe the DM will call for people to roll it and maybe doll out a clue to help you get on the right track for the adventure... but, if no one catches it, the DM will have a more active method for pulling you on track. (In fact, usually the adventure is designed so that there is no shortcut through use of Intelligence skills and you are expected to be driven onto the track by the combat encounter regardless).</p><p></p><p></p><p>Go through the handful of published adventures WotC has released and count up how few instances the Intelligence attribute can even be useful... then compare that to just how often you roll Dexterity checks or have other things roll against a player with their Dexterity being checked (i.e. targeting AC). And also compare how often those very few instances of Intelligence skills even being something one can reasonable roll with an effect are actually contributing to the character or party surviving the adventure compared to how often those very common Dexterity checks determine whether the character and party as a whole are going to make it to the end of the adventure.</p><p></p><p>There really is no comparing these two attributes. Dexterity is absolutely essential for any character that can't wear heavy armor and even then good to have so you can go earlier in the initiative order. Intelligence is completely optional for any character that is not using it for Spell DC-- and among the optional attributes, it is the least often meaningfully useful and least impactful of the choices.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7725109, member: 6777454"] Every time I have seen traps utilized in 5E so far, it has always been treated as a "make a Perception check to notice you are about to step on a trap" with an Investigation check to find the traps requiring that the person pro-actively make the check which means the 19/20 times there are no traps, they will be wasting everyone's time making that roll until they get the idea that the rest of the group is getting tired of them making pointless rolls and on that 1/20 times, chances are the DM set the DC so high that you'll have failed to make it-- or watch that be the one time you didn't bother to check as everyone started snapping at you for checking every single door and room and hallway and container. And the only other skills tied to Intelligence are all very specific fields of "ask the DM a question and hopefully get an honest answer if you roll high enough", which often enough (too often I find) results in revealing the DM really hadn't put any thought into that aspect of their world and I am way off track or maybe the DM will call for people to roll it and maybe doll out a clue to help you get on the right track for the adventure... but, if no one catches it, the DM will have a more active method for pulling you on track. (In fact, usually the adventure is designed so that there is no shortcut through use of Intelligence skills and you are expected to be driven onto the track by the combat encounter regardless). Go through the handful of published adventures WotC has released and count up how few instances the Intelligence attribute can even be useful... then compare that to just how often you roll Dexterity checks or have other things roll against a player with their Dexterity being checked (i.e. targeting AC). And also compare how often those very few instances of Intelligence skills even being something one can reasonable roll with an effect are actually contributing to the character or party surviving the adventure compared to how often those very common Dexterity checks determine whether the character and party as a whole are going to make it to the end of the adventure. There really is no comparing these two attributes. Dexterity is absolutely essential for any character that can't wear heavy armor and even then good to have so you can go earlier in the initiative order. Intelligence is completely optional for any character that is not using it for Spell DC-- and among the optional attributes, it is the least often meaningfully useful and least impactful of the choices. [/QUOTE]
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