TheRelinquished
First Post
(Note: These observations are all completely opinionated and are not meant in any way to insult the common branches of thought, or to achieve some sort of fame for changing those branches. They are merely my humble insights, and I appreciate any constructive criticisms or opinions regarding them.)
Spot and Listen. Two of the most basic, and essential skills in D&D. While not usually tide-turning, these two core skills cannot go without attention from a player. But there is a problem with Spot and Listen. A mistake, rather, regarding their interaction with other aspects of a character.
The problem was first brought to my attention by Richard Burlew's comic, "Order of the Stick", which parodied the inconsistency in comic #218, in which the main characters save an old man from some ogres. One of the rescuers mentions something about possibly needing to speak up so that the old man can hear them properly. However the old man points out that his hearing and eyesight are even better than they were when he was young, considering that Spot and Listen are both based off of Wisdom, which increases as a character ages.
This is a laughable flaw to which I believe I have a prudent solution.
Spot and Listen checks are, put simply, a measure of a characters sharpness of hearing and eyesight. Thus, the senses should reflect a condition of the body, and later dull as a character grows old and frail. Because of this, I believe that Spot and Listen should be considered physically founded skills that rely on the ever-neglected constitution modifier.
While some may argue that Wisdom based modifiers imply the "discerning" of what one hears and sees, I disagree. That "discernment" is founded in Sense Motive, an entirely different skill which does not determine whether or not the character is capable of seeing or hearing anything in the first place.
Wisdom implies will and common sense (not to be confused with common senses) while constitution implies physical fortitude and bodily wholeness. It is not hard to see (no pun intended) how this would imply that sight and hearing should belong under the constitution umbrella.
Furthermore, considered as an in-game functioning skill in relation to stereotypical PCs, the change makes much sense. A warrior, who relies on avoiding "surprises" to win a battle, is likely to have hightened senses (hand in hand with high constitution). And even what is commonly considered the most fortitudinous of casters, the druid, would be expected to be a wary individual, having spent much time in the untamed wilds.
On the other hand, commonly low constitution characters such as Rogues, Wizards/Sorcerers, and Clerics are expected to be more introverted and studious, having only situational need for high Spot and Listen in their backgrounds. With the Rogue's famously keen hearing and eyesight being purely trained and invested in, rather than coming naturally.
These assertions do not suggest any changes in class skills (i.e. give fighters spot and listen as class skills and take them away for rogues), but only a reconsideration of the way that a character's abilities affect these skills, and possibly how some players allocate those abilities.
Any questions, comments, or concerns will be accepted and considered with an open mind (and in many cases a wordy response).
Spot and Listen. Two of the most basic, and essential skills in D&D. While not usually tide-turning, these two core skills cannot go without attention from a player. But there is a problem with Spot and Listen. A mistake, rather, regarding their interaction with other aspects of a character.
The problem was first brought to my attention by Richard Burlew's comic, "Order of the Stick", which parodied the inconsistency in comic #218, in which the main characters save an old man from some ogres. One of the rescuers mentions something about possibly needing to speak up so that the old man can hear them properly. However the old man points out that his hearing and eyesight are even better than they were when he was young, considering that Spot and Listen are both based off of Wisdom, which increases as a character ages.
This is a laughable flaw to which I believe I have a prudent solution.
Spot and Listen checks are, put simply, a measure of a characters sharpness of hearing and eyesight. Thus, the senses should reflect a condition of the body, and later dull as a character grows old and frail. Because of this, I believe that Spot and Listen should be considered physically founded skills that rely on the ever-neglected constitution modifier.
While some may argue that Wisdom based modifiers imply the "discerning" of what one hears and sees, I disagree. That "discernment" is founded in Sense Motive, an entirely different skill which does not determine whether or not the character is capable of seeing or hearing anything in the first place.
Wisdom implies will and common sense (not to be confused with common senses) while constitution implies physical fortitude and bodily wholeness. It is not hard to see (no pun intended) how this would imply that sight and hearing should belong under the constitution umbrella.
Furthermore, considered as an in-game functioning skill in relation to stereotypical PCs, the change makes much sense. A warrior, who relies on avoiding "surprises" to win a battle, is likely to have hightened senses (hand in hand with high constitution). And even what is commonly considered the most fortitudinous of casters, the druid, would be expected to be a wary individual, having spent much time in the untamed wilds.
On the other hand, commonly low constitution characters such as Rogues, Wizards/Sorcerers, and Clerics are expected to be more introverted and studious, having only situational need for high Spot and Listen in their backgrounds. With the Rogue's famously keen hearing and eyesight being purely trained and invested in, rather than coming naturally.
These assertions do not suggest any changes in class skills (i.e. give fighters spot and listen as class skills and take them away for rogues), but only a reconsideration of the way that a character's abilities affect these skills, and possibly how some players allocate those abilities.
Any questions, comments, or concerns will be accepted and considered with an open mind (and in many cases a wordy response).
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