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The Int 8 Party: A Solution?
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<blockquote data-quote="Shadowdweller00" data-source="post: 7072070" data-attributes="member: 6778479"><p>Ways in which the DM can use Intelligence-based checks WITHOUT rewriting the rules, imposing unwritten penalties, or adding superfluous mechanical benefits:</p><p></p><p>* Recognize that the snake-person attacking the party is a MEDUSA rather than a YUAN-TI</p><p>* Decipher fragments of the ritual that the BBEG is working on so as to know where to go an what to do against it. (1 check per month of study, during which time the BBEG advances his or her goals).</p><p>* Differentiate between an historical inscription, a warding designed to protect the dungeon from decay, and a magical trap. (One SINGLE check, only allowed for a character with relevant skills and/or proficiencies)</p><p>* Infer whether the holes in the wall are a trap or merely part of the hypocaust (one check per character that vocalizes that they are investigating the holes, made in secret by the DM; failure might trigger the trap or cause burns from the hypocaust)</p><p>* Learn what potion was being produced in a wizard's lab; as well as, with a sufficiently high check, how to produce it yourself. (One check per character, if proficient with an herbalist's kit or alchemist's tools).</p><p>* Recall stories about lycanthropes being immune to normal weapons but susceptible to silver. (One check per martial-type character, made secretly by the DM)</p><p>* Understand the subtext of what the sketchy thieves' guild member is trying to communicate to you.</p><p>* Recognize the coat of arms born by the pompous rich man insulting the barbarian, so as to discern whether he is merely a minor noble, or actually the prince himself.</p><p>* Remember details about the individual who built a ruined structure; details that provide clues as the purpose, layout, and potential threats present in said ruin. (One check per character who explicitly asks about it, provided proficiency in History).</p><p>* Recognize the wooden paneling as a secret door (One check made in secret by the DM on behalf of anyone who passes within 5 feet of the door's location).</p><p>* Remember that openly carrying any weapon larger than a knife in Springport is against the law; and is punishable by confiscation of the weapon.</p><p>* Realize that the dragon's horn structure looks more like a green dragon rather than a black dragon, in spite of the apparent color. (One check per character trained in arcana, made secretly by the DM)</p><p>* Figure out how to use the bizarre illithid device (one check per character who spends 8 hours studying the item; failure breaks the item).</p><p>* Discern clues as to the function of the mechanical device sitting in a dungeon room. (One check per character who investigates the item, made in secret by the DM; failure might provide false information, injure the investigator on some gears, or even activate the thing)</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 7072070, member: 6778479"] Ways in which the DM can use Intelligence-based checks WITHOUT rewriting the rules, imposing unwritten penalties, or adding superfluous mechanical benefits: * Recognize that the snake-person attacking the party is a MEDUSA rather than a YUAN-TI * Decipher fragments of the ritual that the BBEG is working on so as to know where to go an what to do against it. (1 check per month of study, during which time the BBEG advances his or her goals). * Differentiate between an historical inscription, a warding designed to protect the dungeon from decay, and a magical trap. (One SINGLE check, only allowed for a character with relevant skills and/or proficiencies) * Infer whether the holes in the wall are a trap or merely part of the hypocaust (one check per character that vocalizes that they are investigating the holes, made in secret by the DM; failure might trigger the trap or cause burns from the hypocaust) * Learn what potion was being produced in a wizard's lab; as well as, with a sufficiently high check, how to produce it yourself. (One check per character, if proficient with an herbalist's kit or alchemist's tools). * Recall stories about lycanthropes being immune to normal weapons but susceptible to silver. (One check per martial-type character, made secretly by the DM) * Understand the subtext of what the sketchy thieves' guild member is trying to communicate to you. * Recognize the coat of arms born by the pompous rich man insulting the barbarian, so as to discern whether he is merely a minor noble, or actually the prince himself. * Remember details about the individual who built a ruined structure; details that provide clues as the purpose, layout, and potential threats present in said ruin. (One check per character who explicitly asks about it, provided proficiency in History). * Recognize the wooden paneling as a secret door (One check made in secret by the DM on behalf of anyone who passes within 5 feet of the door's location). * Remember that openly carrying any weapon larger than a knife in Springport is against the law; and is punishable by confiscation of the weapon. * Realize that the dragon's horn structure looks more like a green dragon rather than a black dragon, in spite of the apparent color. (One check per character trained in arcana, made secretly by the DM) * Figure out how to use the bizarre illithid device (one check per character who spends 8 hours studying the item; failure breaks the item). * Discern clues as to the function of the mechanical device sitting in a dungeon room. (One check per character who investigates the item, made in secret by the DM; failure might provide false information, injure the investigator on some gears, or even activate the thing) [/QUOTE]
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