Should spellcasting classes get a choice of magic main ability mod?

Thinking about how it doesn't feel right to me that the Warlock uses INT instead of CHA, I'm wondering if it's viable to have that class have instead the option to use Cha or Int. When you think about it, Fighters and Rogues have the option to use Dex or Str for their attacks, though that's exclusively based on weapon types and build.

The big controversy back in 4e that I remember about classes with split ability mods (Cleric with str or wis, Warlock with con or cha, Ranger with str or dex), was simply that their exclusive powers used only one ability mod, and they had to stick to one or the other. This issue doesn't exist in 5e, so this time it is viable.

But would being able to pick one or the other ability mod for magic attacks and save DCs, just be too confusing for players?
 

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I don't know that this is an option that needs to be called out in the rules. It seems like the sort of thing a GM could easily just hand-wave if desired.

That said, True20 does let an Adept freely choose their "key ability", and it works fine. I don't think changing a class' casting stat will break anything, as long as it remains a mental stat.
 

Absolutely

I think every class should have an "Advanced Player Options" "Easy Adaptations" section that outlines things like this. Myself I've always felt that clerics should run off charisma instead of wisdom. I imagine them as demagogues who channel the authority and fervor of their dieties. Their should be an arcane caster who runs off wisdom by sensing the magical energy of the world around them and channeling it into spell effects. Having these in a paragraph after each class along with an optional rule for putting your stat boost wherever you want would be great. That said it's also a really easy house rule for getting your characters just right.
 

No...this isn't something players should get to decide. However I see a lot of benefit in supporting DM's in tailoring spellcasting stats as appropriate to your campaign.

Oh, and loving Int for warlocks; makes much more sense to me.
 

If the martial classes can set themselves up to use Dex for some weapons instead pf Strength, I don't see why spellcasters can't be set up to use alternate stats as well, either as a feat or a fixed state of the spell.

It'd be interesting, to say the least, if spells were split into "power" and "finesse" spells that would allow for alternate stats (Int as "power", Chr as "finesse" for arcane, and Wis as "power" and Chr as "finesse" for divine?)
 

As Salamandyr said, the players shouldn't get to choose, but I certainly don't think it's game breaking for a DM to say that Warlocks use Cha instead of Int if that's how you want to run it. As long as its stated up front and consistent it shouldn't be a problem. The same could be said for Cha clerics instead of Wis based. DM's house rule over rule core rules.
 

I agree that prime-stat kit bashing is definitely something that the DMG should support. I've switched a number of prime stats to make characters work, and it's a very useful tool. For that matter, changing spell casting methods (all-Vancean / no-Vancean) should also be something that DMs can play with.

On the warlock question, I like Int better than Cha. Warlocks always seemed to me like their power was based on unlocking forbidden secrets, not that their force of will was personally stronger than the entities with whom they entered into pacts.

-KS
 

Thinking about how it doesn't feel right to me that the Warlock uses INT instead of CHA, I'm wondering if it's viable to have that class have instead the option to use Cha or Int. When you think about it, Fighters and Rogues have the option to use Dex or Str for their attacks, though that's exclusively based on weapon types and build.

The big controversy back in 4e that I remember about classes with split ability mods (Cleric with str or wis, Warlock with con or cha, Ranger with str or dex), was simply that their exclusive powers used only one ability mod, and they had to stick to one or the other. This issue doesn't exist in 5e, so this time it is viable.

But would being able to pick one or the other ability mod for magic attacks and save DCs, just be too confusing for players?

I am against it, because this idea always starts with "it would be nice" and then it ends up only help stat-dumping. Same with "Str-based Intimidate" and similar skills.

Rather than allowing such thing, I'd go the other direction and try to make more ability scores affect spellcasting (at least 3.0 had Constitution affect Concentration, but IIRC this is currently absent from 5e), such as Int affecting the magic attacks and Cha affecting the save DC in this case.
 

When you think about it, Fighters and Rogues have the option to use Dex or Str for their attacks, though that's exclusively based on weapon types and build.

....

But would being able to pick one or the other ability mod for magic attacks and save DCs, just be too confusing for players?

It wouldn't be "too confusing" - heck, 12 year olds can keep track of the myriad rules for M:tG cards. We can handle picking a stat to use for spells.

But, to limit min-maxing, I would submit that if it is allowed, such choice should be done in a way analogous to how a fighter or rogue may choose to use Dex instead of Strength for some cases - use the right weapon, and have the right feats, or whatever Next ends up with that is similar. There should be some cost to the benefit of flexibility.

And, also analogous, there should be some things you just can't switch out - you shouldn't see anyone using Dex for their to-hit bonus with a two-handed sword, or Strength for to-hit with a sling. So, maybe there's some magics that just must be based off Intelligence (like, say, Teleport - there's calculation involved that you can't swap for sheer force of personality, or something).
 

you would have to be careful. I am of the belief that the classes should be balanced based upon what stat that they use, since each stat has its own uses outside of what it does for the class.

You wouldn't want a wizard using dex or con for spells. Switching between the mental stats may prove to be okay since no class is MAD with any two mental stats as of yet. If a class/scheme/background/specialty/whatever is MAD with two stats you should not ever allow them to switch up and make it dependent upon only one stat, because *hopefully* the game has been balanced in anticipation that they are having to use two different stats.
 

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