Showing posts with label wisdom. Show all posts
Showing posts with label wisdom. Show all posts

Friday, 3 May 2013

Low Stats as Disadvantages: Wisdom

Continuing the series.


If low Intelligence means a visual or cognitive impairment, low Wisdom means an auditory one, or ... well, I've remarked before on how wacky a stat Wisdom is. Sanity? Willpower? Sensitivity? Percaption? The disadvantage approach can handle that though. It likes a multifarious attribute, for sure.

I'm liking more and more, too, the idea that +1 Wisdom is the most bonus you can get at 13 up, but that 15, 16, 17 and 18 Wisdom give benefits. Seems this would be the perfect stat to hand out psionic abilities on. I think an Advantages series at this point is almost inevitable. Not for core 52 Pages, but maybe a supplement, or for the other, painfully inelegant and baroque d20 variant game I have in me.

Oh yeah. Courtney is tearing it up on Hack & Slash with two don't miss series: incredibly various and devious rumors about monster ecologies (so much better than "Science tells us that the roper lays a clucth of 2d6 eggs...") and OSR New Wave creator interviews. Check it out!

Saturday, 23 March 2013

One Page Skills

One thing that's becoming clear about this project is that I don't just want to jam as much 18 point font onto a page as possible. I want there to be breathing room on the page.

When it became clear from feedback that I needed to have weapon and armor restrictions in about the same place as saving throws and hit points for the classes, something had to go off that page. That something was skills, and since I was planning an additional page with skill examples, it became clear that I could also move the hard-to-find skill use section from the background and language page to an all-in-one skills page. As a bonus, this better meets my goal to have systems be modular wherever possible.

The main new thing is non-prophets getting a Wisdom bonus for noticing and hearing things. Think of Wisdom as awareness. Prophets' awareness is otherworldly, so they don't get the bonus, but others with high Wisdom who are more in the here and now do. This also means that every stat except Charisma now bears on skills - and effectively, the benefits of Charisma on reactions and followers are their own powerful thing.


Sunday, 5 February 2012

Wisdom: For the Ultimate Priest or the Ultimate Scout?

D&D's Wisdom stat seems to be the most easily dispensed when people write house rules and variants. If you don't like clerics, you won't like wisdom, for starters. Even with clerics left in, something seems to compel people to re-envision this unwanted stat ... as sanity, luck, piety, will. Check out this D&D tutorial video and the way Wisdom has to be handwaved around. Do "common sense" and "sense of self" really go together with "religious involvement"? Why, in 2nd edition on, does Wisdom give bonuses for skills like perception, outdoor survival and healing?

A wise guy, huh?
The prevailing view of wisdom in psychology is that it's the long-term knowledge of how best to achieve a meaningful life. Fine, but try translating that into a die roll bonus. Robert Sternberg, one of the predominant researchers in intelligence, argues that beyond IQ (reasoning ability, equivalent to D&D's Intelligence stat), success in life is also predicted by creativity, and by a third "street smarts" factor which he sometimes calls "practical intelligence" and sometimes "wisdom." The problem with this third factor as a game stat is that it's about making the right decisions. Feeding players the right decisions or forcing them to make the wrong ones because of their Wisdom would be a recipe for frustration.

This is why Wisdom constantly has to be reinterpreted as a character, not player, attribute. One approach (let's call it "Piety") is to just say it's whatever it takes to be a cleric/priest/paladin and tie it exclusively to divine magic. This is similar to what I do with Intelligence, renaming it Intellect, and treating it as "head for book learning." The problem here is that really no other character class has any reason to have a high Wisdom.

There are two other very different things Wisdom's asked to do, especially in 3rd edition D&D, with its design pressure to make all game elements meaningful. One is "Will" or ability to resist mental influence: 3rd edition has Wisdom modifying Will saves. The other is "Perception" or awareness of one's surroundings: 3rd edition also has Wisdom modifying a variety of skills like Spot, Listen, Sense Motive and Survival.

Well... Will and Piety perhaps go together, if you make the long assumption that contact with divine forces is the only way to resist influences on your mind. But Will and Piety are definitely at odds with Wisdom as Perception. The static, supportive role of cleric in the original game is right opposite the scouting, mobile role of the thief. It doesn't seem right that both classes draw on the same stat, when AD&D explicitly stated that their roles were opposite, and each one's prime requisite was the ability score the other could ignore completely.

How to resolve this mess? I recently had the insight that if Wisdom = Awareness it could mean different things for divine and profane classes. Simply put, have priest-types (or prophets) not get the Wisdom bonuses for earthly things like listening. Their awareness is attuned to a different sphere.

To sum up, in my game going forward, high Wisdom has the following benefits for a prophet:
  • Qualifies for the class
  • Stronger miracles, healing and abjuring evil.
  • Stronger Mind saves (similar to 3rd edition's Will)
And for a non-prophet:
  • 13+ Wisdom gives +1 on d6 perception skills; 8- Wisdom gives -1..
  • Bonuses in Wisdom gives 10/15/20% bonus to experience, but no penalty for low Wisdom - the logic here being similar to awareness, that a prophet's Wisdom is too tied up in higher things to help learn pragmatically from experience.
  • Stronger Mind saves.
Yes, this means that Wisdom is still a melange of Piety, Perception, Will and even the kind of life-learning that shows up in the psychology definition. I'm happy to live with that conflation, just as I'm happy for Dexterity to cover both fine and gross motor skills. The important thing in a character system is to give a variety of choices that make global sense, not create the ultimate human resources instrument.

Another thing to think about - if and when I introduce a Druid class to the game, their nature-bound spirituality would let them get both divine and mundane benefits of Wisdom.