Tuesday, 30 November 2010

Intelligence Score (Part 3): Proposal 1 – Intelligence gives players an Inspiration bonus.

Inspiration: when faced with a puzzle or technical problem that is proving difficult for the player to solve, a character may roll for inspiration. A roll of 1 on a d6 (modified by a players intelligence bonus, such that those with less than average intelligence are never inspired) indicates that the character has a burst of inspiration, a, to use modern jargon, light bulb moment.  The DM should provide the player with some inspiration. This may be a hint toward solving a puzzle, or if feeling exceedingly generous an explanation how some piece of equipment functions. It should never however be used as an AD&D Identify spell. When a group is trying to solve a puzzle the most favorable intelligence modifier for the group should be used.

As a game mechanic this isn’t as radical as it might seem. For example, a group of players are faced with a puzzle they are struggling to solve. A 17 intelligence character might have sold it in a jiffy but alas the players’ intelligence is a maximum of 14 in the group.  Which is pretty damn smart! (see http://victorbravo.net/dndmisc/int_iq.html) An Inspiration roll is made by the DM. The best intelligence in the group is 17 and +2 is applied to the roll. On a 1-3 (1+2) on a d6 the DM will offer a hint to the group. On a 4-6: no DM hint. These hints can be as cryptic as the DM wishes. This group bonus isn’t so strange – Gandalf solved the riddle to entering the Mines of Moria from Frodo’s suggestion, Gandalf just put it all together.

For characters adventuring alone, naturally they get only their own intelligence bonus applied.

For low intelligence characters adventuring alone, ones with an intelligence 8 or less no inspiration is offered by the DM. While this is workable it does lack granularity since there is little mechanical difference between an intelligence of 3 and 8. An abstract suggestion is that the DM becomes sparser in their descriptions. Low intelligence players must learn if they wish to survive alone they must methodically exam all items in a room and not rely on the DM to give the key important descriptions when they enter a room. Staying in a group with more intelligent companions is a better option.

On the topic of granularity I prefer a d6 roll compared to a d20 vs intelligence score. A d6 roll, occupies similar game mechanics to open doors (1-2 + strength bonus, min 1 max 1-5), hear noise (1 for fighter, cleric and MU, 1-2 demi-humans, thieves 1-2 improves with levels), find traps (1 for most characters, 1-2 dwarves), find secret doors (1 for most characters, 1-2 elves) and other examples. Indeed I feel the d20 roll vs ability is overused and look at this table for it’s granularity for an inspiration roll using B/X ability adjustments.

INT
1 on d6 +/-bonus
d20 vs ability
3
0
15%
4
0
20%
5
0
25%
6
0
30%
7
0
35%
8
0
40%
9
16.6%
45%
10
16.6%
50%
11
16.6%
55%
12
16.6%
60%
13
33.3%
65%
14
33.3%
70%
15
33.3%
75%
16
50%
80%
17
50%
85%
18
66.6%
90%






















Average INT on d20 has a 50% chance of inspiration! D20 rolls are best when the DM wants a high chance of player success.

While the use of Inspiration Rolls makes intelligence a more desirable ability score, I can’t see the player creating a fighter hesitating overly long before applying that score of 8 to intelligence. In most play situations more intelligent characters will always be around in the party to give Inspiration. So mechanically I remain only partially satisfied with this solution. It fails to fully satisfy my philosophy: I want EVERY ability score to be important for EVERY character. Every player should rue a low score and be pleased with a high score. There should be no dump stats.

Next post: Intelligence Score (Part 4): Intelligence vs Wisdom

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