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Removing the 6 Abilities, looking for peer reviews
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<blockquote data-quote="ECMO3" data-source="post: 8277054" data-attributes="member: 7030563"><p>If it works for you go for it. I am not in agreement though.</p><p></p><p>I think wisdom is the opposite of naivety, intelligence is the opposite of stupidity. While the two are connected, they are also distinct. My daughter is extremely intelligent with a 150 IQ, but she is not overly wise. You are right that wisdom does come from experience, but not only that, some people just "catch on" faster than others. 1E had a mechanic where you lost strength, dexterity and constitution as you aged but gained wisdom. That is reflective of real life I think but some people are naturally stronger than others, and some people just have a better street sense - that is going to translate into old age as well. </p><p></p><p>Also on ability checks keep in mind that they are not tied only to one ability. If you want to do a dexterity(athletics) to throw a ball through a small hole that is appropriate. In terms of abilities acrobatics and athletics are muddied, it is not clear what distinguishes them as abilities although the things you accomplish are generally applied to one ability or the other.</p><p></p><p>Charisma, Intelligence and to a lessor extent wisdom are difficult to role play. While I can say "my [20 strength] character lifts the boulder off of the trapped cleric" and it is easy to understand. It is far more difficult to role play my 20 wisdom character debating the nuances of irrigation and crop rotation with a peasant farmer unless he actually understands those things IRL. As for charisma, if you are in point buy and don't invest in charisma you probably should not be the face of the group. If you want to play the face then invest. Usually Charisma is used to influence, when that would not happen as part of a normal conversation. Any character can walk in and buy the plate armor off the rack for sticker price. You can do that with a 3 charisma. If you want to barter down through persuasion, deception or threats that is going to require a roll. How creative you are IRL influences that roll to a degree, which is not fair but is what it is. If I can you make an element of story telling into a failed roll.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8277054, member: 7030563"] If it works for you go for it. I am not in agreement though. I think wisdom is the opposite of naivety, intelligence is the opposite of stupidity. While the two are connected, they are also distinct. My daughter is extremely intelligent with a 150 IQ, but she is not overly wise. You are right that wisdom does come from experience, but not only that, some people just "catch on" faster than others. 1E had a mechanic where you lost strength, dexterity and constitution as you aged but gained wisdom. That is reflective of real life I think but some people are naturally stronger than others, and some people just have a better street sense - that is going to translate into old age as well. Also on ability checks keep in mind that they are not tied only to one ability. If you want to do a dexterity(athletics) to throw a ball through a small hole that is appropriate. In terms of abilities acrobatics and athletics are muddied, it is not clear what distinguishes them as abilities although the things you accomplish are generally applied to one ability or the other. Charisma, Intelligence and to a lessor extent wisdom are difficult to role play. While I can say "my [20 strength] character lifts the boulder off of the trapped cleric" and it is easy to understand. It is far more difficult to role play my 20 wisdom character debating the nuances of irrigation and crop rotation with a peasant farmer unless he actually understands those things IRL. As for charisma, if you are in point buy and don't invest in charisma you probably should not be the face of the group. If you want to play the face then invest. Usually Charisma is used to influence, when that would not happen as part of a normal conversation. Any character can walk in and buy the plate armor off the rack for sticker price. You can do that with a 3 charisma. If you want to barter down through persuasion, deception or threats that is going to require a roll. How creative you are IRL influences that roll to a degree, which is not fair but is what it is. If I can you make an element of story telling into a failed roll. [/QUOTE]
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Removing the 6 Abilities, looking for peer reviews
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