Nifft
Penguin Herder
Mental ability has never been well understood, let alone well modeled.Fifth Element said:It's really more a matter that the line between Int and Wis, as defined in D&D, has always been blurry at best.

Cheers, -- N
Mental ability has never been well understood, let alone well modeled.Fifth Element said:It's really more a matter that the line between Int and Wis, as defined in D&D, has always been blurry at best.
Hah, yep. Needing Int for skill points, combined with the skill granularity in 3e combined with the number of skill points that each class got, meant that "physical" classes needed lots of skill points to have decent non-hitting stuff physical abilities. Which meant you needed a high Int on top of whatever your class needed. The poor monk got hit the hardest there.Vendark said:I for one am glad that I no longer have to make my fighter a genius in order for him to be an excellent athlete.
I hate it when my characters are incompetent at large swathes of day-to-day adventuring life, so in 3.X I often felt forced into putting a higher number into Intelligence than I otherwise would have wanted to for the concept.
Really? Of what use is Cha, if you don't need it for your class abilities?Casupaa said:I really liked the fact that every stat in 3.5 was somehow useful.
Buy a pack mule (that's what they're bred for), buy magical containers (that's why they exist), use Tenser's Floating Disc (ditto). Or have the fighter carry everything - his armor & weapons probably aren't even close to hitting his load limit. Or, ignore encumberance. I don't doubt that some groups track how much weight in coins they're carrying, but I do not think it's the norm. Also, a wizard never needs to hit someone with a stick, he can use magic missile at-will.Ahglock said:1. The game is about killing things and taking there stuff. Last time I moved I thought my stuff was kind of heavy, carrying capacity matters once you start picking up the loot. Heck the wizard in his cloth armor is the pack mule of the D&D universe since he has no other weight obligations. I will also point out Strength is the default hit someone with a stick stat, so if you are in a bind you might need strength.
If knowing stuff is "suck" then sure, but not every character concept is so dismissive of knowledge.Ahglock said:Now if the benefit was but dude all the cool skills are under int, I might say okay that is the benefit right there. But it seems all the suck skills are under int so I'm even more underwhelmed.
Spatula said:If knowing stuff is "suck" then sure, but not every character concept is so dismissive of knowledge.
So I don't know about History, but Arcana and Religion checks can give you information about monsters, including common tactics and vulnerabilities. Knowing when you first bump into a monster that it likes to use area-affecting powers can save the party's bacon.Ahglock said:Knowing stuff is not the suck, but it is not particularly pertinent to the majority of challenges facing the adventurer. It may be a skill set that comes through in key moments. But overall you are sneaking, climbing, swimming etc. And the knowledge skills usually at best give a benefit to the active skills being used. Though I guess you can always work it into a skill challenge.
But if you would like to explain how knowledge history has come into play as often to and as strong as an effect as Sneaking has please fill me in and maybe I can use this to enhance my GMing style.
Ahglock said:Knowing stuff is not the suck, but it is not particularly pertinent to the majority of challenges facing the adventurer. It may be a skill set that comes through in key moments. But overall you are sneaking, climbing, swimming etc. And the knowledge skills usually at best give a benefit to the active skills being used. Though I guess you can always work it into a skill challenge.
But if you would like to explain how knowledge history has come into play as often to and as strong as an effect as Sneaking has please fill me in and maybe I can use this to enhance my GMing style.
MindWanderer said:I would actually suggest a warlord instead of a fighter for that archetype--anyone who spends as much time in combat "telling people stuff" is very warlord-like. But yeah, it looks like History is the only "knowledge" skill you can pick up as a class skill--although a 3e fighter would have been picking up Knowledge skills cross-class anyway. Arcana, Religion, Nature, and Streetwise are the "knowledges" you'd be missing. Streetwise doesn't really seem up her alley, and you can get one of the other three with a multicassing feat, so it's not horrendously painful.
Scholar & Brutalman said:So:
i) You need an Intelligence of X to gain the Linguist feat, and the Linguist feat is the only way ever(*) of learning new languages?
What is X btw? 11, 13, 15 Int?
(*) At least until splat books come out.
I've made a hell of a lot more knowledge checks over the past 8 years than I ever have swimming or climbing checks.Ahglock said:Knowing stuff is not the suck, but it is not particularly pertinent to the majority of challenges facing the adventurer. It may be a skill set that comes through in key moments. But overall you are sneaking, climbing, swimming etc.
Lizard said:Don't know about your games, but I make a lot more knowledge checks than I do hide checks.
Lizard said:Basically, for any game which is more than 10 x 10 room, orc, chest, knowledge skills are vital.