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TOPIC: Why Intelligence?

Why Intelligence? 5 years 8 months ago #1

Hey guys, I've tried doing a forum search and looked through the Player's Handbook, but I can't find an answer to this question.

A number of high end tokens provide a bonus to Intelligence - what's the purpose of this? It doesn't affect a save, and it doesn't say Int bonus adds to arcane spell damage or spell slots or anything like that.

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Why Intelligence? 5 years 8 months ago #2

High Intelligence is needed to use the Mad Evokers Charm.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Why Intelligence? 5 years 8 months ago #3

I see - thanks.

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Why Intelligence? 5 years 8 months ago #4

I hope that in the future it will have more uses, but yeah just Mad Evoker's Charm as of now.
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Why Intelligence? 5 years 8 months ago #5

There have been a lot threads hoping for some useage for the increased INT. My wizard build has an INT of 24 but it doesn’t do anything more than allow me to use MEC
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Why Intelligence? 5 years 8 months ago #6

Bob Chasan wrote: There have been a lot threads hoping for some useage for the increased INT. My wizard build has an INT of 24 but it doesn’t do anything more than allow me to use MEC


Problem is that with more and more tokens that increase INT and Focus items, it becomes harder to reconcile the two.

Retroactively making INT add to +2 damage has the high chance of unbalancing things.

Take for example the retroactive change of allowing ranged + hit to add to sliding spells. It makes sliding spells a joke when you can hit on a slide of 1....

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Why Intelligence? 5 years 8 months ago #7

Incognito wrote:

Bob Chasan wrote: There have been a lot threads hoping for some useage for the increased INT. My wizard build has an INT of 24 but it doesn’t do anything more than allow me to use MEC


Problem is that with more and more tokens that increase INT and Focus items, it becomes harder to reconcile the two.

Retroactively making INT add to +2 damage has the high chance of unbalancing things.

Take for example the retroactive change of allowing ranged + hit to add to sliding spells. It makes sliding spells a joke when you can hit on a slide of 1....


I think this could be handled by having INT bonuses kick in at 18, rather than 10, and say any bonuses under 18 are "baked in" to the card already.

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Why Intelligence? 5 years 8 months ago #8

Matthew Hayward wrote:

Incognito wrote:

Bob Chasan wrote: There have been a lot threads hoping for some useage for the increased INT. My wizard build has an INT of 24 but it doesn’t do anything more than allow me to use MEC


Problem is that with more and more tokens that increase INT and Focus items, it becomes harder to reconcile the two.

Retroactively making INT add to +2 damage has the high chance of unbalancing things.

Take for example the retroactive change of allowing ranged + hit to add to sliding spells. It makes sliding spells a joke when you can hit on a slide of 1....


I think this could be handled by having INT bonuses kick in at 18, rather than 10, and say any bonuses under 18 are "baked in" to the card already.


Yeah but the problem is that some existing tokens got the + INT as an add on, with the expectation that it didn't really do anything extra (like the Relic Robes). Do they really need a power bump?

The magic + damage and healing is already really ridiculous. Jeff needs to tone down on all the Focus items but he keeps cranking out more....

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Why Intelligence? 5 years 8 months ago #9

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The easiest answer would probably be something like Wis raises +healing, Int raises +spell damage. Maybe we could say neither starts doing anything until you get your stat past 20.

Other things I could see them effecting

overcoming spell resistance
will save
20+ int/wis gets you an extra iounstone similar to charm getting you a figure
20+ int/wis unlocks psychic powers without an item
Semper Gumby, Always flexible.

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Why Intelligence? 5 years 8 months ago #10

I like the idea of intel helping spell resistance. Makes sense thematically.

I also like the idea of intel allowing psychic ability without use of a token. Again, some good theme here.

And I still like the idea of creating an intel-based tome slot (more intel allows one to equip more tomes). Mentioned here: truedungeon.com/forum?view=topic&catid=603&id=248018&start=96#314661 (The more I think about this, the more I like it. I’ve always loved finding tomes as treasure in RPGs. And there would be so many build/design possibilities here. Want +2 Charisma? Read (equip) How to Win Friends & Influence People.) (Although that is a terrible example because charisma is another mostly meaningless stat in this game right now.)

I would love some kind of intel-based spell book, but I’m not creative enough to figure this one out. Maybe the spell book allows you to collect scrolls which can then be cast with damage bonus equal to intel bonus?

Of course it would be dreamy if intel added to spell damage, but I agree this would be problematic with the focus items. Might be OP. But what if there was a rule that said focus and intel don’t stack? So casters would have two intriguing damage paths to consider in their builds: a focus path using focus boosters or an intel path using intel boosters. Would be interesting to see if people would start swapping out their best in slot focus items for other fun tokens and go the intel route.

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Why Intelligence? 5 years 8 months ago #11

Picc wrote: The easiest answer would probably be something like Wis raises +healing, Int raises +spell damage. Maybe we could say neither starts doing anything until you get your stat past 20.

Other things I could see them effecting

overcoming spell resistance
will save
20+ int/wis gets you an extra iounstone similar to charm getting you a figure
20+ int/wis unlocks psychic powers without an item



Yeah except Jeff already screwed the pooch with spell resistance when he made the two piece Eldritch set bypass it entirely. I said at the time that completely negating spell resistance would limit your options later on.

And with more and more Eldritch items coming out, it makes it easier to get the 2 piece set. Unless of course we are okay with rebalancing the Eldritch set....

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Why Intelligence? 5 years 8 months ago #12

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Incognito wrote:

Picc wrote: The easiest answer would probably be something like Wis raises +healing, Int raises +spell damage. Maybe we could say neither starts doing anything until you get your stat past 20.

Other things I could see them effecting

overcoming spell resistance
will save
20+ int/wis gets you an extra iounstone similar to charm getting you a figure
20+ int/wis unlocks psychic powers without an item



Yeah except Jeff already screwed the pooch with spell resistance when he made the two piece Eldritch set bypass it entirely. I said at the time that completely negating spell resistance would limit your options later on.

And with more and more Eldritch items coming out, it makes it easier to get the 2 piece set. Unless of course we are okay with re balancing the Eldritch set....


I don't know that's a problem. Sure people with the Eldritch set wouldn't need to go after more spell penetration but that's not to say there aren't people who don't have the set. Worst case if the Eldritch set already maxes out spell penetration letting int add more wouldn't contribute to power creep.
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