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General Tabletop Discussion
D&D Older Editions
Obligatory dump stats in 4e: the irrelevance of Intelligence
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<blockquote data-quote="Harr" data-source="post: 4266804" data-attributes="member: 47190"><p>We fixed this rather elegantly (if I do say so myself) after I asked my players about it and we talked for a bit.</p><p></p><p>Basicaly what we're doing is this: During combat, any character with a +1 or greater INT modifier has the right to know what actions the combatants following them are planning to take, up to a number of combatants equal to their INT modifier, but including any allies within that.</p><p></p><p>This is generally stuff like "This kobold wants to charge the fighter" or "This kobold wants to say a prayer and heal this other kobold", stuff like that. We agreed that no plot or secret information will be given this way (such as certain plot-important stuff in the last encounter of KotS, for instance).</p><p></p><p>This gives them a nice tactical advantage and lets them act more "intelligently" in combat since they know what their enemies are going to do (unless they take actions to stop it or make it impossible for them).</p><p></p><p>This little rule had a great effect and a good reaction, with all the players struggling now to choose between INT or DEX and one of them immediately choosing to switch DEX and INT scores (which I allowed).</p><p></p><p>I count that as a win <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>We also talked about Wis and Cha but we decided that they're fine since they both have skills which are directly applicable and beneficial in combat, Wis has Perception and Insight to avoid surprise and detect hidden foes, as well as Healing which is obvious and Dungeoneering and Nature for miscellaneous tactical stuff. Cha has Bluff and Intimidate ('nuff said).</p></blockquote><p></p>
[QUOTE="Harr, post: 4266804, member: 47190"] We fixed this rather elegantly (if I do say so myself) after I asked my players about it and we talked for a bit. Basicaly what we're doing is this: During combat, any character with a +1 or greater INT modifier has the right to know what actions the combatants following them are planning to take, up to a number of combatants equal to their INT modifier, but including any allies within that. This is generally stuff like "This kobold wants to charge the fighter" or "This kobold wants to say a prayer and heal this other kobold", stuff like that. We agreed that no plot or secret information will be given this way (such as certain plot-important stuff in the last encounter of KotS, for instance). This gives them a nice tactical advantage and lets them act more "intelligently" in combat since they know what their enemies are going to do (unless they take actions to stop it or make it impossible for them). This little rule had a great effect and a good reaction, with all the players struggling now to choose between INT or DEX and one of them immediately choosing to switch DEX and INT scores (which I allowed). I count that as a win :) We also talked about Wis and Cha but we decided that they're fine since they both have skills which are directly applicable and beneficial in combat, Wis has Perception and Insight to avoid surprise and detect hidden foes, as well as Healing which is obvious and Dungeoneering and Nature for miscellaneous tactical stuff. Cha has Bluff and Intimidate ('nuff said). [/QUOTE]
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Obligatory dump stats in 4e: the irrelevance of Intelligence
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