So I wanted to create a separate talking thread for this, since I have seen it brought up multiple times already, and it has been around for many years.
That is the issue of INT. The platypus of TD attributes. Beloved by wizards, though even they do not know why. We have three tokens (to my knowledge) that boost it. One token (again, that I know) that requires it. It needs a boost. It needs a purpose. And I have the answer(s). Or maybe not.
Anyway.
1) Skill test damage - Give the Wizards their INT bonus instead of a flat +3 when they pass the skill test. That gives them more incentive to memorize, and a decent damage boost, if their INT is high enough. (One could also make the same case for WIS for the Druid and Cleric). Add a new box (or repurpose some of the lesser used ones) on the party card to hold 'Skill Check Bonus'. That could also open up the potential for other tokens to boost or use that value...
2) Bonus spells - In many versions of D&D, having a higher casting stat netted you bonus spell slots. It would not be that hard to do so here. Just include extra boxes, with a number over them; that number being the minimum INT (or again, WIS for Druid/Cleric) to get that box. If you don't qualify, the coach fills it in up front. Something like this (forgive my poor art skills)
3) Tomes - Tomes are a classic part of D&D. From enchanted spell books, to the infamous manuals that improve your stats. I propose (partly borrowed) a new tome slot. They represent books the character reads to gain new or improved abilities. But they have to be able to memorize and apply the information from the tome, and must periodically refresh their knowledge. A PC with an INT of 11+ can use one Tome. A PC with an INT of 17+ can equip two Tomes. And a PC with an INT of 25+ can equip three tomes.
And to fill those slots I suggest:
Tome of Reflex
+1 To Reflex saves
Usable by: All
Tome of Will
+1 To Will saves
Usable by: All
Tome of Fortitude
+1 To Fortitude saves
Usable by: All
Tome of Strikes and Strategies
+1 To STR and INT
Usable by: All
Tome of True Endurance
+1 To CON and WIS
Usable by: All
Tome of Wines and Sinew
+1 To DEX and CHA
Usable by: All
Tome of Quick Strike
+1 To Party Initiative, +2 to hit and damage in the first round of combat (melee/range)
Usable by: Barbarian, FIghter, Monk, Ranger, Paladin
Tome of Energy Control
+1 To damage/healing with spells, -2 damage from spells
Usable by: Bard, Cleric, Druid, Wizard
Tome of Exploits
Monster gets -1 to hit and AC after a successful Sneak Attack
Usable by: Rogue
Tome of Cleaving
A successful hit with a two-handed weapon does 5 damage to one other monster.
Usable by: Barbarian, Fighter
Tome of Radiant Channeling
+1 Sacred to damage with melee/spells
Usable by: Cleric, Monk, Paladin
Tome of Vibrato
While singing, if at least one melee attack hits a monster, it takes Sonic damage equal to your CHA bonus.
Usable by: Bard
(will there be shouting or silence... waits to see)
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