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The Int 8 Party: A Solution?
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<blockquote data-quote="Dualazi" data-source="post: 7072115" data-attributes="member: 6855537"><p>Only relevant if medusas are largely unknown in your campaign, and will only matter until the first gaze attack goes off.</p><p></p><p></p><p></p><p>Or they could just skip it (a recurring theme in int checks) and go after the big bad himself.</p><p></p><p></p><p></p><p>Here we go, already starting with arbitrary proficiency locking. Also trap detection falls under perception/wisdom so it only applies to if you care about the first two.</p><p></p><p></p><p></p><p>Again, traps are wisdom (perception) checks. Int doesn’t help here.</p><p></p><p></p><p></p><p>I can dig it up later but I’m pretty sure the section on identifying items stipulates anyone can do so with a sip, which doesn’t activate the effect of the potions. So no, the all int 8 party is quite able to tell what’s being made.</p><p></p><p></p><p></p><p>Probably one of the closest to being legitimate, but only tenuously, since either the player will be in combat and the check doesn’t help (assuming they don’t have the necessary weapons) or it’s noncombat and group research attempts can discover it through volume of rolls. It’s also worth noting that magic items of any stripe bypass the damage immunity, so this check only matters at levels where players don’t have any.</p><p></p><p></p><p></p><p>You mean like insight? Yeah we have that skill already, it’s under wisdom.</p><p></p><p></p><p></p><p>Assuming you’ve engineered a situation like this that occurs immediately after entering another country (because even 8 int characters are unlikely to not know the royal crest), yet again you can simply have all group members roll for this.</p><p></p><p></p><p></p><p>This one is fine aside from arbitrary restrictions on proficiency, but it’s also the most textbook use of history and none of that info is particularly vital.</p><p></p><p></p><p></p><p>This one is chalked up to wizards not being anywhere near clear enough as to the intent and use of investigation vs. perception, but even the basic rules use a hidden door as an example of perception applying. Since wis is vastly more useful than Int, that is going to be the stat used for this more often than not.</p><p></p><p></p><p></p><p>Would no one else have mentioned this? No captain giving them passage or guard at the gate? I guess this one applies, but it seems more like a temporary gotcha because I’m not sure the PC’s behavior would change much as a result.</p><p></p><p></p><p></p><p>Arbitrary threshold and not terribly useful. Will probably allow for one better than normal breath weapon before the players adapt to it.</p><p></p><p></p><p>Why is the ‘per character’ even needed here? You get it in one shot or it breaks by your own admission.</p><p></p><p> </p><p></p><p>Volume of rolls problem is still present, since they can just compare answers if they don’t start it. This is assuming of course that the device is nonmagical and they don’t just use identify or other divination magic, or simply shrug and leave.</p><p></p><p>Basically, half of what you posted is either linked to another, better attribute, or is otherwise bypassed or ignored without significant consequence. None of these options elevate the stat above any of the others, and even if they were good uses in isolation I suspect their frequency would also be a detracting aspect of the comparison.</p><p></p><p> [MENTION=6677017]Sword of Spirit[/MENTION]</p><p>Yeah, I'm a big fan of group checks when possible, but knowledge checks are one of the times where it legitimately doesn't really make sense, since all it takes is one person shouting to use fire on the trolls or not to touch a certain rune and all benefit.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7072115, member: 6855537"] Only relevant if medusas are largely unknown in your campaign, and will only matter until the first gaze attack goes off. Or they could just skip it (a recurring theme in int checks) and go after the big bad himself. Here we go, already starting with arbitrary proficiency locking. Also trap detection falls under perception/wisdom so it only applies to if you care about the first two. Again, traps are wisdom (perception) checks. Int doesn’t help here. I can dig it up later but I’m pretty sure the section on identifying items stipulates anyone can do so with a sip, which doesn’t activate the effect of the potions. So no, the all int 8 party is quite able to tell what’s being made. Probably one of the closest to being legitimate, but only tenuously, since either the player will be in combat and the check doesn’t help (assuming they don’t have the necessary weapons) or it’s noncombat and group research attempts can discover it through volume of rolls. It’s also worth noting that magic items of any stripe bypass the damage immunity, so this check only matters at levels where players don’t have any. You mean like insight? Yeah we have that skill already, it’s under wisdom. Assuming you’ve engineered a situation like this that occurs immediately after entering another country (because even 8 int characters are unlikely to not know the royal crest), yet again you can simply have all group members roll for this. This one is fine aside from arbitrary restrictions on proficiency, but it’s also the most textbook use of history and none of that info is particularly vital. This one is chalked up to wizards not being anywhere near clear enough as to the intent and use of investigation vs. perception, but even the basic rules use a hidden door as an example of perception applying. Since wis is vastly more useful than Int, that is going to be the stat used for this more often than not. Would no one else have mentioned this? No captain giving them passage or guard at the gate? I guess this one applies, but it seems more like a temporary gotcha because I’m not sure the PC’s behavior would change much as a result. Arbitrary threshold and not terribly useful. Will probably allow for one better than normal breath weapon before the players adapt to it. Why is the ‘per character’ even needed here? You get it in one shot or it breaks by your own admission. Volume of rolls problem is still present, since they can just compare answers if they don’t start it. This is assuming of course that the device is nonmagical and they don’t just use identify or other divination magic, or simply shrug and leave. Basically, half of what you posted is either linked to another, better attribute, or is otherwise bypassed or ignored without significant consequence. None of these options elevate the stat above any of the others, and even if they were good uses in isolation I suspect their frequency would also be a detracting aspect of the comparison. [MENTION=6677017]Sword of Spirit[/MENTION] Yeah, I'm a big fan of group checks when possible, but knowledge checks are one of the times where it legitimately doesn't really make sense, since all it takes is one person shouting to use fire on the trolls or not to touch a certain rune and all benefit. [/QUOTE]
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