D&D 5E The Int 8 Party: A Solution?


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This is just the converse of the 1e/2e "Why does everyone ignore charisma?" argument. There's only one class that actually needs Intelligence as a main stat. Intelligence has little mechanical impact outside of knowledge rolls, and those already benefit from the "multiple advantage" aspects of knowledge rolls. (By which I mean everyone can roll Intelligence checks to figure things out, and if 5 PCs roll, it's like having 4x advantage on a roll. That's way better than an extra +3 or +4 for having a high Intelligence. And it only takes one character to yell out "It's an undead, use holy power on it!" to give all the PCs the benefit of one lucky roll.)

The best way to have more Intelligence in the game is to open up more character options that use Intelligence. I'm actually kind of tired of playing low Intelligence characters in my own games, so the DM and I worked out a concept for an alternate Bard that uses Intelligence instead of Charisma. Now I can play a high Int character without having to play a wizard.
 

This is just the converse of the 1e/2e "Why does everyone ignore charisma?" argument. There's only one class that actually needs Intelligence as a main stat. Intelligence has little mechanical impact outside of knowledge rolls, and those already benefit from the "multiple advantage" aspects of knowledge rolls. (By which I mean everyone can roll Intelligence checks to figure things out, and if 5 PCs roll, it's like having 4x advantage on a roll. That's way better than an extra +3 or +4 for having a high Intelligence. And it only takes one character to yell out "It's an undead, use holy power on it!" to give all the PCs the benefit of one lucky roll.)

That's only so if the DM is always ruling that recalling lore has an uncertain outcome or the assumption at the table is players can ask to make checks (or just declare they are making them). Otherwise, sometimes the PCs succeed or fail outright as with any other fictional action adjudicated by the DM.
 

For those who think that giving out extra skills equal to Int mod is too much (which may be a valid point) how about making this house rule:

1. Character gets a number of Language or Tool proficiencies equal to Int Mod.
2. Player can trade in two of those for a bonus Skill Proficiency instead.

So basically you can get extra skills but only at Int 14, or Int 18.
 

How about applying any negative (only) INT modifier to the DEX modifier for Initiative to reflect dullwittedness, if you want to house rule it?

In my own game, I would just throw in reminders of the characters poor memory. Usually, my players are fairly inebriated on booze by the end of the night, and often don't write things down. The only one who does is the RL teetotal 19 INT wizard. So when one of the others asks for a reminder about something, I just say "What's your INT? 9? Ahh...you don't remember..." The wizard then checks his notes and tells them...
 

To those who seem to want to maintain that Intelligence is objectively the worst stat: this simply isn't true. It may be the worst stat in your games because of how the DM chooses to run them, but it isn't the case in everyone's games. The rules of 5e say this about the uses of Intelligence checks:

Intelligence Checks
An Intelligence check comes into play when you need
to draw on logic, education, memory, or deductive
reasoning. The Arcana, History, Investigation, Nature,
and Religion skills reflect aptitude in certain kinds of
Intelligence checks.
Arcana. Your Intelligence (Arcana) check measures
your ability to recall lore about spells, magic items,
eldritch symbols, magical traditions, the planes of
existence, and the inhabitants of those planes.

History. Your Intelligence (History) check measures
your ability to recall lore about historical events,
legendary people, ancient kingdoms, past disputes,
recent wars, and lost civilizations.

Investigation. When you look around for clues and
make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce the
location of a hidden object, discern from the appearance
of a wound what kind of weapon dealt it, or determine the
weakest point in a tunnel that could cause it to collapse.
Poring through ancient scrolls in search of a hidden
fragment of knowledge might also call for an Intelligence
(Investigation) check.
Nature. Your Intelligence (Nature) check measures
your ability to recall lore about terrain, plants and
animals, the weather, and natural cycles.

Religion. Your Intelligence (Religion) check measures
your ability to recall lore about deities, rites and prayers,
religious hierarchies, holy symbols, and the practices
of secret cults.

Other Intelligence Checks. The DM might call for an
Intelligence check when you try to accomplish tasks like
the following:
• Communicate with a creature without using words
• Estimate the value of a precious item
• Pull together a disguise to pass as a city guard
• Forge a document
• Recall lore about a craft or trade
• Win a game of skill

(I underlined the lore examples that constantly come up in my games.)

You are free to ignore the guidelines in the PHB for making Intelligence matter, but you can't do so and then claim that the game makes the stat suck.
 
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Yeah, it's still the worst.

Most of that stuff is basically flavor text your DM will probably tell you anyway.

Almost none of it is super vital 99% of the time.

It's the worst ability score by a country mile.
 

The simple solution in my opinion is that the DM could insist at least one person select a character that simply cannot choose to have Intelligence as a dump stat without it being detrimental to that character's effectiveness.
 


This is a good reason to give xp for roleplaying, like many others RPGs does.

You want to play a dumb character? Fine, but if you don't be dumb, you earn less xp.

Now you can have your optimized stats, but don't bring that unique strategy, or solve puzzles every time or you'll get less xp. How optimized is that character now?
 

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