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Wisdom too powerful?
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<blockquote data-quote="BobTheNob" data-source="post: 5927039" data-attributes="member: 82425"><p>My take is that we need to consider what is best for the game, not which "simulates the real world".</p><p></p><p>I would actually agree with the arguments that in real world interpretation, wisdom is probably the better stat for the job (if I had to pick ONE stat that is).</p><p></p><p>But in terms of what is best for the game? Th OP observes that Wisdom effects perception. At the same time he wants his Rogue to be crafty and cluey (and I fully endorse him in that), not world wise, yet to do that he ends up with poor perception...he is right in saying that isnt a good result. Regardless of your and my "real world" interpretations of what stat SHOULD be used (as I do think it is Wisdom), the fact that rogues need to be wise to be perceptive is a poor end result of the design.</p><p></p><p>In this case I would simply state that rogues get a feature allowing them to use INT in place of WIS when making perception checks. </p><p></p><p>Final point : Dont labor real world interpretations as the driver for game design. Sometimes its better to skew your realtiy to allow game design to work, than it is to sacrifice game design on behalf of real world interpretation. Its a balancing act and I find its something we need to start thinking about in all of these gripes that have come out of the playtest.</p><p></p><p>Remember...its a <u>GAME</u>.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5927039, member: 82425"] My take is that we need to consider what is best for the game, not which "simulates the real world". I would actually agree with the arguments that in real world interpretation, wisdom is probably the better stat for the job (if I had to pick ONE stat that is). But in terms of what is best for the game? Th OP observes that Wisdom effects perception. At the same time he wants his Rogue to be crafty and cluey (and I fully endorse him in that), not world wise, yet to do that he ends up with poor perception...he is right in saying that isnt a good result. Regardless of your and my "real world" interpretations of what stat SHOULD be used (as I do think it is Wisdom), the fact that rogues need to be wise to be perceptive is a poor end result of the design. In this case I would simply state that rogues get a feature allowing them to use INT in place of WIS when making perception checks. Final point : Dont labor real world interpretations as the driver for game design. Sometimes its better to skew your realtiy to allow game design to work, than it is to sacrifice game design on behalf of real world interpretation. Its a balancing act and I find its something we need to start thinking about in all of these gripes that have come out of the playtest. Remember...its a [U]GAME[/U]. [/QUOTE]
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Wisdom too powerful?
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