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4 months ago ::
Jan 18, 2013 - 4:31AM
#1
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Date Joined:
Jun 19, 2004
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During and out of combat phases, I like when players play their characters's ability scores so that they have an impact of the adventutre (negative or positive).
We know that the warlord in DD4 is the master of tactics and strategy. But, which ability score actually affect this? Which ability score would make your character think more tactically/strategically than others and so make him a good tactician/strategist?
I was thinking of a combination of Intelligence & Wisdom...(Intelligence to understand your enemy's tactics, if any; Wisdom to anticipate your enemy's tactics, read between the lines of his maneuvers, and act accordingly).
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4 months ago ::
Jan 18, 2013 - 5:00AM
#2
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Date Joined:
Oct 24, 2001
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I think you're on the right track with regard to which stats affect strategy (operational objectives) and tactics (individual tasks in pursuit of that objective), but I am not a fan of linking these to a specific stat and I definitely am not in favor of using the stat to "roll" plans.
How would you be implementing the stat-tactic connection?
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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4 months ago ::
Jan 18, 2013 - 5:01AM
#3
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Date Joined:
Oct 28, 2010
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The default skill for tactics and strategy is History, so INT, but basically, if your character should be good at it, he should be good at it. Don't let default flavour rule things, 4e is very big on reflavouring.
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4 months ago ::
Jan 18, 2013 - 5:04AM
#4
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Date Joined:
Dec 22, 2010
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The secondary of tactical warlords is int, so that all fits.
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4 months ago ::
Jan 18, 2013 - 9:34AM
#5
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Date Joined:
Jun 19, 2004
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I think you're on the right track with regard to which stats affect strategy (operational objectives) and tactics (individual tasks in pursuit of that objective), but I am not a fan of linking these to a specific stat and I definitely am not in favor of using the stat to "roll" plans.
How would you be implementing the stat-tactic connection?
I don't seek a particular mechanics for tactics but I would expect a character with, let's say, 8 Intelligence, not to act as an expert tactician on the battelfield. I often use ability scores to affect the roleplay of a character (my own characters or NPCs) and what he can and cannot do easily. I think it is coherent to do that. Why would a character with 10 Intelligence act much more tactically than a character with 16 INT?
Roleplaying ability scores is not always an easy thing, but since players have the choice as where the scores go, they should also live with the consequences of their chosing. At my table, when a player whose character has a 8 Charisma, I do not allow him to participate in diplomatic exchanges as a character who has 16 (he will not speak with the same confidence for example). If the player insists on interferring, the low Charisma of his character could have a negative effect on the diplomatic situation.
In my opinion, this is part of the game and the fun of the roleplay.
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4 months ago ::
Jan 18, 2013 - 9:49AM
#6
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Would you be open to the thought others might have a different interpretation of what the various abilities and their scores mean ?
As I understand it, 8 is an average score, something above it makes one stand out in that particular area.
If I read the skills, I do not think Int. depicts intelligence as you would expect, but rather training obtained in a library. A skilled warrior, with high Strength, perhaps high Dexterity, and years of experience, should do well on the battlefield, no matter what his Int. score.
Short version: seems to me you are trying to force your personal views onto others, perhaps diminishing their enjoyment of this game.
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4 months ago ::
Jan 18, 2013 - 10:27AM
#7
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Date Joined:
Jun 19, 2004
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I see what you mean and it is not my intention to dminish anything, just to be coherent.
It's like seeing a charatcer with 8 INT solving a high difficulty puzzle or enigma. When I present such challenges, I limit the players who can participate. Players at my table understand that. Some chose to max other ability scores and understand that they cannot shine in all fields of expertise because of that. Of course, some skills can counterbalance that and I am eager to let the characters with the proper skills trained pacrticipate in those short events.
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4 months ago ::
Jan 18, 2013 - 10:29AM
#8
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Date Joined:
Dec 22, 2010
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The fact that they have a poor skill is it's own punishment. If you have a roleplaying scene you can then ask for a diplomacy roll from everyone who was involved and if they have a poor score they are likely to fail and have accidently insulted the King's Auntie dispite none of the other adventurers realising the insult.
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4 months ago ::
Jan 18, 2013 - 10:58AM
#9
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..and if you have a skill challenge that you only wish the players with high Int to succeed at, make it a religion or history related one. Simple.
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4 months ago ::
Jan 18, 2013 - 11:35AM
#10
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Date Joined:
Oct 11, 2010
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It's like seeing a charatcer with 8 INT solving a high difficulty puzzle or enigma. .
But how often in stories do you see the regular guy figure something out because he's not that smart? The geniuses are overthinking it, or the regular guy knows some random fact that allows them to solve a problem. Can the Wizard in your group attempt to jump a chasm or climb a rope even if he's not trained in Athletics? I don't see the difference.
Wizards of the Coast can suck it.
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