![]() |
![]() |
![]() |
||||||||||||||||
| Dragon's Breath #9 | ![]() |
|||||||||||||||||
![]() |
||||||||||||||||||
|
The Dragon’s Breath #9 02 April 2003 Playing the Numbers III: By Scott Holden-Jones So, your lich has a 29 Intelligence, a 14 Wisdom, and a 17 Charisma, but you’re just not sure how to make that obvious to your players? I mean, how can a walking corpse possible have a 17 Charisma? Corpses aren’t pretty! And just what exactly does that 29 Intelligence do for her (or for anyone, for that matter), anyway? Well, here’s a tip: if you run monsters with a 2 Intelligence the same way you do those with a 10, then a 19 and a 29 are bound to look pretty much alike, as well. Accurately representing a character’s or a creature’s mental stats can be one of the greatest challenges of roleplaying, either as a player or as a GM. Yet there are a few tactics you can use to emulate high or low mental stats and the way they interrelate. Intelligence is often treated as the single biggest determinant of a D&D character’s behaviour (aside, perhaps, from the rather artificial designation of "alignment"), with Wisdom playing a largely secondary role. Charisma tends to be relegated to some sort of "passive" third-tier status; players (and designers) tend to think of it simply in terms of a character’s attractiveness or persuasiveness — i.e., in the way the character is perceived by others — rather than as having a more active role. Thus, a smart character applies her intellect to her benefit, solving problems and perfecting skills and techniques, while a charismatic character reaps the benefits of having a high Charisma only in the simple non-act of being liked by people . . . they simply are charismatic. Remember, however, that no stat exists in a vacuum — a character’s low Charisma will influence the way it applies its high Intelligence, for instance, while a good Wisdom score will both dictate and be influenced by Intelligence and Charisma. Let’s take a look at some of the ways high scores in these three attributes might interrelate:
The above interrelationships are certainly not the only ones, but merely a few examples out of the infinite number of possibilities. Thus, one wise and charismatic character may be well-liked largely because she is always careful, mild-mannered, and reserved, while another may be an outspoken extrovert who always knows just the right thing to say to make people around her laugh. The "trick" is simply to find a way that the two abilities might interrelate, and then to turn that idea into a personality trait. In terms of running NPCs, keep the following things in mind:
In terms of running NPC villains (or at least opponents for the PCs), keep the following things in mind:
Let’s face it, a 400-year-old lich with a 29 Intelligence, a 14 Wisdom, and a 17 Charisma should have a pretty good chance to have foreseen and prepared counter-measures for pretty much anything the PCs might throw at him. So when the PCs catch you off guard by suddenly producing a portable hole and trying to bull rush the lich into it, give the lich a Gather Information check (say, DC 10, maybe, depending on how likely it is that one of the lich’s many spies has seen this item in use) to know that the PCs have that item; then give him an Intelligence check (DC 15) to let him have levitate already cast on himself, even though you didn’t have it noted as one of his spells at the beginning of the encounter. You didn’t have 400 years to prepare for any eventuality, and you probably don’t have a 29 Intelligence that would let you see that line of possibility, either. And don’t forget the Intimidate check that lets the lich freeze the PC in his tracks when he reaches for the device and the lich smiles that disarmingly malevolent smile and says, "Oh, by the way, did you find the surprise I left for you in your little hole, there? I think you’ll really get a bang when you next use it . . . ." Next Week: In The Dragon’s Breath #10, James Bell returns, this time with some thoughts on ways other than the tried-and-true tavern to bring 1st-level characters together for a campaign. Why would putting all the PCs on the same flight from Hawaii to Australia be a good thing? See what James has to say in "Campaign Kickers"! To discuss this and other articles, come to the Dragon's Breath forum on our message board! |
||||||||||||||||||
|
|
||||||||||||||||||
![]() |
||||||||||||||||||