What's your dump stat?


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Wisdom is my dump stat more often than charisma, because I tend to play the group leader. Bad habbit o mine is to build a fighter with an 18 in charisma and a 15 in strength... very bad habit as it tends to get you killed when your fightin undead and constructs. I don't get to play enough.
 

Charisma....simply because it's so much fun to play characters with low charismas....and there are so many different ways to play it.

[Tangent]I once played a character in 2E with a 4 Charisma....a Wemic Fighter/Witchdoctor (from Complete Book of Humanoids) named Ciroc Banemane. For 6 months I got to use the worst feline jokes (coughing up a hairball in the midst of battle...rancid fish breath...marking my territory) UNTIL my DM decides to drop a Deck of Many Things in our midst. Of course I draw the card that gave me a keep and AN 18 CHARISMA!!. Talk about changing the character 180 degrees :D. We decided that that his personaility hadn't changed much, but his new blinding attractiveness and exquisite hygiene caused people to ignore that he was still a prick. Quite fun, indeed.[/Tangent]
 
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One thing that struck me when reading this was that, despite the times when it might make a lot of sense, I virtually never put a low stat into Int. The reason for this is that I'm a pretty smart guy (I'm not trying to brag, but I do have a decent gift for problem solving and especially strategic and tactical thought) and I'm only a marginal role-player. I cannot stand to sit by and play a dumb character when the smart choice seems so obvious to me as a player.

That doesn't mean that all my characters are geniuses either (since I'm not a genius, that's even harder to roleplay than a dummy). But I rarely put a stat lower than a 10 in Int.

Oddly enough, I tend to put a higher score in for the types of characters you wouldn't think of needing good Int. scores. Especially fighters. With only 2 skill points per level for the class, if I put a 14 in Int., I've doubled my available skill points at each level.

I use the same reasoning for Con. My fighter types rarely have higher than a 12 Con. They already have good Fort saves so they don't need the bonus for that. And if I'm rolling a d10 for hit points, that +1 hit point only represents a 10% increase over my maximum potential hit points each level. But for a Wizard, a 16 Con means that I can increase my hit points by at least 75% EVERY LEVEL!

In many ways this might be backwards thinking and perhaps I should be looking with more of an eye toward accentuating my positives. But hey, it makes for interesting characters.
 

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