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TOPIC: Int, Wis,and Cha?

Int, Wis,and Cha? 1 year 6 months ago #73

Rob F wrote:

jedibcg wrote:

Rob F wrote: If a Newbie spends $800 on an event without reading what the event is and is in any way unhappy with the event (no matter what the event)....then I'm sorry but my only thought is....tough shit beans for that person. Lesson learned.


I understand the sentiment but that would be terrible customer service for Jeff and Co. Someone willing to $800 to try out TD is the kind of person you want coming back, not bad mouthing TD.


I'm in sales and have lots of customers. Trust me. TD doesn't want a customer that pays $800 without knowing what they are paying for. That's the kind of customer you want your competition to have.

Willing try TD for $800 I disagree, but we digress.
You either discover a star or you don't. You arrogant punk.

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Int, Wis,and Cha? 1 year 6 months ago #74

I haven’t seen it posted as a idea so if it has already I apologize in advance.

But for INT why not make the to hit slides for damage spells based on INT instead of DEX

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Int, Wis,and Cha? 1 year 6 months ago #75

Fred K

Your “Int stat affecting number of tome slots is power creep” premis in the same post as “adding tome slot reduces power creep” premis is confusing. Multiple tome slots, one because and two for high int and three for very high int seems like reduction of power creep or a new path to a new power similar to current but new per build.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

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Int, Wis,and Cha? 1 year 6 months ago #76

Fred K wrote: Edited:
In terms of benefits of the stats - we already have a benefit for high chr, a second figurine. The odds of getting substantially above 20 for a non-bard or paladin are low so it isn't really necessary to deal further with chr.

Int having an impact on game mechanics:
Option one: Unique save: Int saves would be rare - mainly against psychic abilities.
Option two: Aggregate or average Int for a group run could get an extra hint on puzzles.
Option three: Super high int (23+) gives the PC access to a brighter light to see things in puzzle rooms?
Option four: Int below a certain level makes the PC more vulnerable to psychic attacks (See Comment below)
Option five: 20+ Int allows a second tome slot
Option six: Int becomes a stat allowing for usage of psychic abilities for example:
Below 10 Int - you cannot have psychic abilities
12 Int - you can have up to three levels of psychic abilities
14 Int - you can have up to six levels of psychic abilities
18 Int - you can use all psychic abilities
20 Int - you can use all psychic abilities without the ioun stone, amulet, or shirt enabling use of them
22 Int - All prior benefits plus double effect of all psychic abilities - perhaps access to a power point pool to use as desired like prior D&D editions
25 Int - W/ all 7 teeth - ability to psychic blast opponents similar to a mind flayer

Wisdom - We already benefit from this for will saves - we don't really need more. If we did anything, I would recommend it be minor bumps to healing at various stat levels.

Fred


I am advocating for some sort of stat enhancing type power for all stats. There are tokens that increase int so why isn't there an effect for those stat increases.
I am a purist at heart. There are certain classes which I believe aren't good candidates for Psionic usage, especially higher level powers. (I understand that for token sales it's better to have tokens the entire group can use and as is often said, "The Jinn is out of the bottle and not easily put back". So that ship has sailed.
Fred's example above provides a good starting point. There are probably many who would want to tweak the powers and levels but it should be discussed. Powers 2,3,4 and 5 can't be doubled due to the effect (if you can walk on water - how would you double it?) itself so there isn't as much effect as might have been suspected.

Melee characters have a continuous future supply of tokens affecting their main function ex. tokens increasing str and tokens increasing + to hit not to mention other tokens creating or increasing damage with melee or missile damage (Ring of the Eel/Yeti)
Spell Casters (those most likely to have higher Int and Wis) should have some sort of method to increase their inherent power (intentionally discounting MEC - not personal power)
I am advocating for some sort of stat enhancing type power for all stats.
Please visit my fledgling token store.
truedungeon.com/forum?view=topic&catid=583&id=247486

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