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Useless abilities?


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I use Int checks as a memory function; if the group is struggling for an answer which they technically already have, I use an Int check for the character to remember, but that is also a meta-game clue to the player to pay attention, either to the current situation, or to think back a bit. Unless someone is playing a really really ugly or dumb character I usually let conversation weigh more into a debate than die rolls (because sometimes what the ugly bastard says makes good sense); that's not to say a Cha/Int check has no actual bearing.... I just use them more as tools than as hindrances.

Honestly the only time I've ever used a Cha check as a DM was while a character was trying to sweet talk the bar maids. I think we did opposing Cha checks throughout the visit to the tavern to illustrate a long flirting session that could go back and forth ("Oops, did I say I hate halflings? I had no clue you're second cousin was one.... uh.... erm... hummm....")
 

I'm pretty sure he means, "Other than untrained Bluff, Intimidate, or Knowledge checks, do you ever use Charisma or Intelligence checks?"

IMG, yes, but not tremendously often.
This is what I meant. Thanks for your answers so far.

I'm actually thinking about combining Intelligence and Wisdom to Mind in my next game and making 'Charismatic' a ranked feat.
 

This is what I meant. Thanks for your answers so far.

I'm actually thinking about combining Intelligence and Wisdom to Mind in my next game and making 'Charismatic' a ranked feat.

I think there are too few abilities, rather than too many. Dexterity and Agility, for instance, should be two different things. One to me refers to fine motor skills (lock picking, forging, and such), the other to athleticism.
 

I think there are too few abilities, rather than too many. Dexterity and Agility, for instance, should be two different things. One to me refers to fine motor skills (lock picking, forging, and such), the other to athleticism.
Then Mutants & Masterminds 3rd Edition is for you! Eight ability scores (Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence) that each cover their various specialties, with no reliance upon the ability scores to achieve the limit of a specialty area.
Overall, a very balanced (yet fun) compromise. Well designed, whether or not you enjoy it.

Other than untrained Bluff, Intimidate, or Knowledge checks, do you ever use Charisma or Intelligence checks?
Yes. Not very often - maybe every other adventure - but I do use them.
 

I think there are too few abilities, rather than too many. Dexterity and Agility, for instance, should be two different things. One to me refers to fine motor skills (lock picking, forging, and such), the other to athleticism.
That would make them to weak, too.

Dexterity only covers Reflex Save, Initiative and skills.
You cannot use it for ranged attacks, nor does it increase your defense.

I see a reason for simulationism, but I have more an issue with Abilities not worth their PP cost.

Presence and Intellect are still not useful enough most of the time. I only buy them for fluff.
 

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