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Making Intelligence Less of a Dump Stat
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<blockquote data-quote="Sleepy Walker" data-source="post: 7317950" data-attributes="member: 6924770"><p>In my campaign I am adding formations.</p><p></p><p>Every intelligence score of 13, 15, and 17 lets the character learn a language or formation. Infantry backgrounds may learn phalanx, shield wall, or square formation upon creation. Knight background may learn wedge or hedgehog formation upon creation.</p><p></p><p>Formations include phalanx, testudo, wedge, shield wall, square, hedgehog</p><p></p><p></p><p>Formations should work quite nicely, since I am developing some rather nice advantages in martial combat to off-set the magical shortfalls (fireball, fear, etc). This gives incentive for combat characters to invest in intelligence, the formations feat, or learning formations as a downtime activity. The minimum number of people to make a formation is about the same as an adventuring party, so I'm going to include NPC underlings to anybody who is a knight or mercenary captain, as well as the occasional band of mercs which the players can hire.</p><p></p><p>my campaign starts at level 10 and is going to be rather volatile with regards to challenge level, depending on PC actions. Formations might be tricky if you are lower level and trying to keep the challenge tightly regulated. Formations could also be a problem if some characters learn formations, but never find enough will participants to make a formation. </p><p></p><p>I have also changed around a fair amount of rules to make a large number of things I want to include work, so I am uncertain if this is a solution to a relatively RAW game of 5e.</p><p></p><p>*edit*</p><p></p><p>Oh, I forgot. Initiative is going to be determined by <span style="color: #000000"><span style="font-family: 'Cambria'">Initiative = DexterityModifier + (</span></span><span style="color: #000000"><span style="font-family: 'Cambria'">Intelligence Modifier + Wisdom Modifier)/2</span></span><span style="color: #000000"><span style="font-family: 'Cambria'"> .... or maybe <span style="color: #000000"><span style="font-family: 'Cambria'">Initiative = (Dexterity Modifier + </span></span><span style="color: #000000"><span style="font-family: 'Cambria'">Intelligence Modifier + Wisdom Modifier)/2</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Cambria'"><span style="color: #000000"><span style="font-family: 'Cambria'"></span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Cambria'"><span style="color: #000000"><span style="font-family: 'Cambria'">I have not decided, but that will also improve the desire to take intelligence</span></span></span></span></p></blockquote><p></p>
[QUOTE="Sleepy Walker, post: 7317950, member: 6924770"] In my campaign I am adding formations. Every intelligence score of 13, 15, and 17 lets the character learn a language or formation. Infantry backgrounds may learn phalanx, shield wall, or square formation upon creation. Knight background may learn wedge or hedgehog formation upon creation. Formations include phalanx, testudo, wedge, shield wall, square, hedgehog Formations should work quite nicely, since I am developing some rather nice advantages in martial combat to off-set the magical shortfalls (fireball, fear, etc). This gives incentive for combat characters to invest in intelligence, the formations feat, or learning formations as a downtime activity. The minimum number of people to make a formation is about the same as an adventuring party, so I'm going to include NPC underlings to anybody who is a knight or mercenary captain, as well as the occasional band of mercs which the players can hire. my campaign starts at level 10 and is going to be rather volatile with regards to challenge level, depending on PC actions. Formations might be tricky if you are lower level and trying to keep the challenge tightly regulated. Formations could also be a problem if some characters learn formations, but never find enough will participants to make a formation. I have also changed around a fair amount of rules to make a large number of things I want to include work, so I am uncertain if this is a solution to a relatively RAW game of 5e. *edit* Oh, I forgot. Initiative is going to be determined by [COLOR=#000000][FONT=Cambria]Initiative = DexterityModifier + ([/FONT][/COLOR][COLOR=#000000][FONT=Cambria]Intelligence Modifier + Wisdom Modifier)/2[/FONT][/COLOR][COLOR=#000000][FONT=Cambria] .... or maybe [COLOR=#000000][FONT=Cambria]Initiative = (Dexterity Modifier + [/FONT][/COLOR][COLOR=#000000][FONT=Cambria]Intelligence Modifier + Wisdom Modifier)/2 I have not decided, but that will also improve the desire to take intelligence[/FONT][/COLOR][/FONT][/COLOR] [/QUOTE]
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