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INT influencing the EXP/Skill points per level you get is a shit mechanic.
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>>4036020
What's the deal with Intelligence influencing EXP/Skill points per level?
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>>4036020
Who hurt you, OP?
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>>4036020
>INT decides your ability to accurately point your finger to shoot flames at enemies
>being able to talk good also makes you good at your natural born ability to shoot fireballs
>dexterity increases the damage of arrows
>doing cardio helps you concentrate on a spell
>wisdom helps you spot people that are hiding
>wisdom helps you find traps
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>>4036022
Either skill points are useless anyhow or int becomes a superstat. Always prevent superstats.
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>>4036076
>>dexterity increases the damage of arrows
Yeah, because your hand-eye-coordination allows you to hit the spots better where the arrow can do more damage. It's not that the arrow itself becomes more damaging, but your ability to hit weakspots increases.
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>>4036440
Could he true for any stat
>int
You know where armor and body types have weak spot and how to hit them best
>wis
You know how people move and where to aim for moving people
>dex
As you said
>con
You won't get tired after hundred shots, maximising damage output for quite some time
>str
More oomph
>per
You see better than most

I could go on
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>>4036020
Thought doesn't have a mechanical aspect translatable into a video game, unlike motion. You can always move the stick to hit-run-evade-drive...etc. you can't move a controller to "think". You can always through a smart ass dialogue option here and there but it's just words on a screen.
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>>4036020
I can only name one game that does this and the game uses wisdom for that.
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>game has linear power growth with levels
>but exponential demands for experience to level
>your faggy little +30% exp bonus amounts to being 1 level ahead 10% of the time.
Game designers are generally speaking innumerate code monkeys who cannot think logarithmically at all.
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>>4036076
>>INT decides your ability to accurately point your finger to shoot flames at enemies
Yes, magic is an intellectual pursuit.
>>being able to talk good also makes you good at your natural born ability to shoot fireballs
This one is debatable and it would depend on how the magic system works.
>dexterity increases the damage of arrows
Yes, dexterity is usually a standing for how good you are at hand-to-eye coordination (necessary to be a good archer) unless there is also a perception stat
>doing cardio helps you concentrate on a spell
This one I have nothing for, but I also dont know any game which does that. It certainly would be weird.
>wisdom helps you spot people that are hiding
>wisdom helps you find traps
I can get this one, although usually it falls under stealth, skullduggery or perception.
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>>4036454
>You know where armor and body types have weak spot and how to hit them best
Maybe some kind of bonus damage or crit damage, but knowing is not the same as having the physical capability to reliable hit.
>You know how people move and where to aim for moving people
Doesn't really have anything to do with wisdom, unless you mean instinctive archery.
>You won't get tired after hundred shots, maximising damage output for quite some time
Goes for any physical activity and is most often ignored in games because it's simply not fun. Sometimes you get tired as some form of status effect.
>More oomph
You can't put more strength into a bow, you can't pull it harder. A bow has a maximum draw length and anything above that can lead to breaking it apart.
However, strength requirements for bows makes absolutey sense. The stronger you are, the bigger the bows you can draw. But any more strength doesn't add more damage. You still use your hand-eye-coordination to hit.
>You see better than most
I'm a big fan of using perception to hit (like Pillars), especially for ranged weapons. And frankly, the D&D-like DEX often does too many things that don't necessarily have anything to do with that.
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>>4036020
I agree Age of Decadence has shitty mechanics and Brian "Vault Dweller" Mitsoda should an hero himself
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>>4036020
>INT influencing the EXP/Skill points per level you get is a shit mechanic.
Agreed, the correct stat is WIS:
INT measures mental capability but is typically derrived from studying a subject. It may influence your stats at level one but has no place in influancing your EXP/Skillpoints within the timeline of your typical RPG. Although it does have valid placement for affectings ones starring stats which could acceptably translate as starting with bonus skill points. On the otherhand having high intelligence can also represent having a rigid mindset which can negatively affect exp/growth.

WIS on the otherhand is representative of being aware of ones situation and being open minded, which contextually, better suits ones ability to derive useful experiance from immedate events, ie. Extra EXP/Skill points.
>>
Not really a fan of that either. It feels less like a character/playstyle decision and more like a calculation to make at character creation that's simply right or wrong
I don't find it that bad in 3.5/PF style shit though, because in practice all it really means is the number of skills you keep up with (which often you don't even need) rather than achieving some absurd state sooner
>>4036564
Fallout games and games that try to be Fallout are the main ones that come to mind
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It's called IQ and people who have high scores are generally better at everything they do or try to learn
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>>4036642
1
Sure thing
2
For one. Wisdom can also mean intuition and (cognitive) perception.
3
True, tired effects are usually killing pacing.
4
There must be a difference between 13 and 18 str
Does it boil down to you can use the bow or not?
One could say there's a fantasy material that is heavy af but somehow makes for great arrows, here Str would be needed to lift the arrow.
5
Dex in dnd is simultaneously too broad and near useless in dnd vidya, except as finesse damage stat. Perception is fun, pillars has other problems though. Is it true that sawyer devs a new game? No pillars 3 then.
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DEX should increase your to-hit with bows, while strength should allow you to use larger bows with higher draw weight (which should increase the damage done)
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>>4037232
What else would change with higher draw weights
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>>4037531
>[draw weight] should increase the damage done
Draw weight doesn't make as much a difference as you would think when it comes to penetration. That's more a property of the arrows you use, and you need to match the arrows to the bow or you'll lose accuracy.

Accuracy on the other hand does increase, you get more consistent placement as your draw weight increases. This can in turn lead to more effective range. But even then, if you're shooting a clout, poundage doesn't matter so much, but it's not like you'll ever shoot a clout in a cave.
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>>4037760
I’d imagine that greater draw weight results in more force applied to the arrow, leading to more velocity and kinetic energy, which would result in better penetration, and also better range and less drop due to flatter trajectory. And a bit easier to lead a moving target. All other factors being equal
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>>4037760
>>4037783
Is this an AI bot to distract from OP's topic?
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>>4037783
>I’d imagine that greater draw weight results in more force applied to the arrow
This is true.
>leading to more velocity and kinetic energy, which would result in better penetration
I'll repeat myself. That's more a property of the arrows you use. Get your self to a range sometime and you'll see some people shooting tree-trunks and others shooting needles all on the same poundage.

>>4037786
Topic's been exhausted, unless you happen to have something meaningful to add...
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>>4037786
>unless you happen to have something meaningful to add...
Could always ask ai
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>>4036416
>superstat
You don't understand game design, do you?

Look at two characters. One is BigMcSwole Mann. The other is Goggles O'Nerdy. Which one do you think is more skilled than the other?

>b-but swole is an outdoorsman
Then put all his points on outdoorsman. He's not as smart so he has to specialize. His strength is enough to cover most things other skills would cover (such as speech)
Goggles is a wimp so he needs more skills to avoid combat. Int stacking ensures he has more skills. Working as intended.
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>>4036020
it's especially weird in bethesda games because it literally doesn't matter what level you are since everything scales to your level, so everything you do to raise XP gained is pointless
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>>4037816
Not wrong, has little to do with what I said. Games that work this way are boring, hence lame design. Your reasoning is fitting, yet it makes for lame game design. Just name banger games that work like that.
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>>4036020
brainlet detected
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>>4036020
>INT influencing the EXP/Skill points per level you get is a shit mechanic.
correct, it should be WIS like in 1999 Black Isle Studios classic, Planescape: Torment
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>>4036020
This >>4038470 because INT and WIS should be a combined stat
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>>4038477
Wrong, wisdom is earned, not given.
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>>4037232
But then the higher damage averages out and is usually less satisfying to use because you miss so often.
Is there a way to balance this? In FF axes hit harder, but miss more. Makes me never want to use them.
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>>4038525
Playing Jeanne and the 30% miss chance for axes is scummy ngl. When they hit they kill.
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>>4036416
hows about a "substat" - a stat that makes gameplay easier but has longer term bad consequences.
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>>4036461
if thought didnt have some sort of mechanical aspect no video entertainment would be possible at all
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>>4038525
The implication is that a good archer would have both, and not be a lithe DYEL lanklet
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>>4036076
>>4036639
>doing cardio helps you concentrate on a spell
Dark Eye (Blackguards 1 for example) has CON rolls as part of several spells. Each spell has three stats you roll and combine for success and THEN you still need to roll to hit. Also the system distinguishes between Agility (general balance, acrobatics, dodge, hand-eye coordination etc) and Dexterity (hand motorics, elaborate gestures) which is based.
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>>4038542
Give examples. Using a talent that gives you faster speed, but gradually depletes your sight or whatever. What's this mechanic supposed to do, another layer of strategy and character planning or another difficulty layer?
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>>4036020
Wisdom is the real dogshit one. In D^D they had to arvitrarily tie it to all healer classes to make it essential otherwise it'd be the universal dump stat.

D&D clerics are shambling cope cages and paladins are jacks of all trades and shit at everything.
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>>4038782
Wisdom is important for will saving throws and therefore that one stat you never want to dump, and sometimes increase even if you don't use it for spellcasting.
And clerics have been powerful classes for many editions and in many games.
Holy fuck clerics in IWD2 just destroy
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>>4038782
>D&D clerics
They aren't
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>>4038782
>Wisdom is the real dogshit one. In D^D they had to arvitrarily tie it to all healer classes
It’s not arbitrary at all, you just have low WIS irl
>paladins are jacks of all trades and shit at everything
They are holy warriors equipped with divine powers to detect, defeat, and destroy evil. You sound like a tertiary who only knows 5th edition.
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>>4036020
agreed
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>>4036813
Which specific IQ scale do you refer to?
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>>4039232
>Which specific IQ scale do you refer to?
Clearly, the Indy Quotient from the hit adventure game “Indiana Jones and the Fate of Atlantis”
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>>4036020
I'm lernding=
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>>4037843
It's even weirder for their games with level caps. If getting XP and level ups are extrinsic motivators for the player, then why make it so a decent investment in int will kill said motivators mid playthrough
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>>4036020
Varying xp amounts in a party game is braindead. I remember the most overpowered thing in wasteland 3 was charisma which gave like 50% xp bonus or something stupid like that on a main character and than remove and grab new party members which auto level to you.
Your party will easily be like 5-10 levels higher mid game than a party that actually tried to be a party together the whole game
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>>4036020
it's impossible to compensate for, too. you might think, oh well then we'll make the str-related perks really powerful so that charactrs who cant spend a lot of points still get strong. but then you'll just have wizards dual classing as fighters because it's basically free for them after a certain level (and if not, then the wizard is just a weak retarded class and you would roll fighter anyway)
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>>4038562
both perhaps. im thinking basically about a way to debuff speed/evasion by coupling it to a costly evolutionary process. so you can dump points into speed/evasion but at a certain threshold the character like, ectomorphs. speed goes through the roof but other stats start tanking.
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>>4041125
This was especially baffling because Wasteland 2 already had a Charisma stat that had a noticeable but not overpowered effect on XP gain.
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>>4041328
>This was especially baffling
It’s not baffling, the devs are just incompetent.
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>>4041352
You know, you're right. I withdraw my comment.
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>>4036020
It's interesting, it makes logical sense, and It's a great way to make INT matter to characters who aren't casters. Maybe some games are too stingy with the skill points if you have low INT but that's a minor balancing issue. Other than that I don't see the problem.
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>>4041387
My biggest problem is that dumping INT usually only makes you slightly better than a bookworm in combat early on, when it should be a more dramatic difference, and in the long run, the skill gain by the bookworm will make him a better killing machine than the dumb brute. Total nonsense.
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>>4041409
A game that separates its brutes from its bookworms will have its thinking done by cowards and its fighting done by fools
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>>4041409
>in the long run, the skill gain by the bookworm will make him a better killing machine than the dumb brute
I haven't encountered this personally, since the dumb brute (with his superior physical stats) can still put points into combat-related skills. I haven't played for a while, but if we go by Fallout, maybe someone with 2-4 intelligence vs someone with 10 will have a big enough difference in skill points to make the brute worse at gunplay, but even then he's still going to have more HP, more AP, and the ability to handle heavier guns and armor. I guess power armor lets the INT guy catch up to the brute in terms of strength, but that's more of a problem with the power armor than the system itself, and you could argue it makes logical sense even if it's bad for balance.
I think it makes sense for someone with high intelligence to be better at combat technique than someone who relies on how hard he can hit things.
>>
I liked how DnD 3rd ed had a feat chain aimed at fighters that required 13 INT
>>
I guess I will just reject a priori that you fags didn't understand OP's point, which was merely
>a stat that dictates X shouldn't also dictate Y universal mechanic
And assume that you are all trolling, acting like fools or talking shit for the sake of it.
INT should govern spellcasting and spellcasting peripheries and when it starts to influence regular progression, it is to the detriment of the game.
>But int means smart and smart means you learn faster
Like some other anon said
>Dex allows for better hand eye coordination, thus you observe the battlefield more thoroughly and improve yourself
>Con renders you more durable which means you can pay more attention to what enemies are likely to do
>Wis with experience makes you intuit more of what enemies are liable to do
Etc. stop being fags
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>>4041480
Love the idea of high INT martials that use their intelligence for complicated techniques, tricks, feints and bluffs, or for stuff like analyzing your opponent and becoming better at anticipating their attacks. Or tactics, or being able to use complicated contraptions.
Sure, somewhat sounds like rogues.
In my ideal RPG that will never exist, any stat should have the potential to be useful for whatever class, even if it leads to weird off-meta builds.
Yes, PoE got close.
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>>4041798
>In my ideal RPG that will never exist, any stat should have the potential to be useful for whatever class, even if it leads to weird off-meta builds.
>Yes, PoE got close.
Pillars was basically “good idea, meh execution: the game”
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>>4041795
>>a stat that dictates X shouldn't also dictate Y universal mechanic
If he meant that he could have said that. But he didn't. Instead of simply providing your argument, you're retroactively applying it to OP's post to pretend everyone you disagree with misunderstood it, which is quite frankly a bitch move.
And you're still wrong because INT giving extra skill points is fine. You haven't explained why it isn't and neither has OP.
You are the fag.
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>>4042510
>And you're still wrong because INT giving extra skill points is fine.
INT providing extra skill points at character creation makes sense, the character has learned more before the games events.
WIS should provide extra character points during game progression, the character is better able to intuit from encounters.

Rarely in games is there the practical time-frame for an INT based character to study the problems they've encountered. The only practical way for an INT based character to gain extra skill points is fro them to have a eureka moment, but as well all know, the eureka effect is moment of insight, and insight is a WIS derived stat.
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>>4041413
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>>4037232
>DEX should increase your to-hit with bows, while strength should allow you to use larger bows with higher draw weight (which should increase the damage done)
just like baldur's gate 1
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>>4036076
>>wisdom helps you spot people that are hiding
"In this basement there is a single crate big enough to hide the orc we have been pursuing."
"Wow, that part of the road would be absurdly perfect for an ambush."
"That archer sniping us is really hard to see, too bad there are only a few opened windows that line up with the arrows' direction".

>>wisdom helps you find traps
"Weird, that corridor's shape funnel any passerby onto that much larger and slightly higher tile"
"Holes in the walls? Wonder what they are for."
"Dang, that guy got splattered something fierce, nearly has if something square-ish crushed him from above."
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>>4036076
>being able to talk good also makes you good at your natural born ability to shoot fireballs
Only one I have an issue with.
It's just because Charisma wasn't used for combat, and when they made Sorcerer a thing they tied it to cha. Should've just had an entirely different stat for it, like how you'd do psionics in early editions.
All in universe explanations they make for it are hamfisted.

Charisma mattering for spellcasting sometimes isn't completely terrible though, but I just don't care for it when it is pushed as the natural magical ability of a bloodline that shit is so dumb.
Dexterity being able to function for some somatic components and charisma for some vocal components I'd be okay with, but that wouldn't be a sorcerer specific thing.
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>>4043133
Third edition was a mistake. DnD should have been left alone at 2nd.
>t. third edition enjoyer
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>>4036076
>wisdom helps you find traps
"I recognize that bulge!"
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>>4036076
>>being able to talk good also makes you good at your natural born ability to shoot fireballs
Sorcerers are bluffing the Weave about what they should be able to do.
"fiRebAll !!§§" with a puberty-ridden voice doesn't make the Weave take your 0.1% dragon blood as a valid "yeah, that's a dragon, free magic for him" card.
"I cast Ṁ̸̧͚͖̊̚Ȩ̵̝̹̔̔Ǹ̸̬̖T̸̡̗̀Z̴̖͑̐͛G̴̱͈̣͘͠A̷̞͊̈́R̸̨̖̪̾̋͝'S̴̤̬̄̋ D̷̳̖͚̐E̴̮̙͑͑͂S̷̪̝̈́̾̈́A̶͇̓N̶̥̄̂͆Û̸̧̧͓S̶̛̞͙̥S̶̳͓͘E̶̛̺͈̬͊̚U̵͓̓R̴̳̥͑̆̃ͅ." with the aplomb of someone whose ancestry claimed more souls than gonorrhea: now that's something that make the Weave moist and willing to give you underserved spell slots.
>>
ARPG
No stats at all, you just depend on the player's skill and the gear found.

CRPG
Skills have proficiency tiers. To progress to a higher proficiency in a given skill, learn them either from trainers or from using them repeatedly at lower proficiencies.
Differentiation between and Intellectual skills. Some skills are easier to learn than others.

INT: Determines how fast you progress proficiency level Intelectual skills (fuck you OP, you faggot). Effectively caps which skills you csn realistically learn because some skills may have a difficulty level that makes them realistically unlearnable if do not have a minimum INT stat, but it's not a hardcap, just an exponential curve. Still allow nolife gaymers to grind 100h to level a max difficulty skill with the minimum INT stat.

DEX: The INT for Physical skills.
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>>4043833
>fuck you OP, you faggot
spbp
>>
I agree. Yes it's a logical implementation but it disproportionately values INT and devalues non INT builds by association.
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>>4041387
>It's interesting, it makes logical sense
No it fucking doesn't. How does having a higher IQ make you better at physically oriented tasks like leveraging your brute strength or walking along a tight rope without following? You know, the tasks a skill system is meant to cover?
Besides that, IQ obsession is just another systemic issue with the west's retarded fascination with computation aka mathematical platonism.
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>>4047114
*falling
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>>4037816
>Look at two characters. One is BigMcSwole Mann. The other is Goggles O'Nerdy. Which one do you think is more skilled than the other?
The one who can comfortably navigate physical reality without relying on abstract artificial systems in place.
>Then put all his points on outdoorsman. He's not as smart so he has to specialize. His strength is enough to cover most things other skills would cover (such as speech)
The reality is that "nerds" are the biggest specialists of all where it counts lol.
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>>4047114
>How does having a higher IQ make you better at physically oriented tasks like leveraging your brute strength or walking along a tight rope without following?
We're not talking about brute strength, we're talking about skill. A smart person isn't hitting harder, he's figuring out how to get past his enemy's defense and hit better. The strong dude is still hitting harder and overwhelming his opponent with force, and the dextrous dude has better reflexes and coordination.
But where skill is concerned, any skill is easier to learn if you're intelligent, because you can apply your lessons better, figure out what you need to improve on, and understand how to do that. You grasp concepts and understand instructions more easily. Intelligence giving you more skill points makes a ton of sense.
>IQ obsession
We're discussing how an attribute is implemented in video games. Nobody is obsessing over intelligence.
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>>4042510
>If he meant that he could have said that. But he didn't. Instead of simply providing your argument, you're retroactively applying it to OP's post to pretend everyone you disagree with misunderstood it, which is quite frankly a bitch move.
Yeah that's fair
>You haven't explained why it isn't and neither has OP.
I have and I elaborate:
INT or any other stat dictating a mechanic that is so clearly universal and important will disadvantage low-INT characters in ways that low-(other stats) won't, which makes it imbalanced.
>But CON dictates health which is just as fundamental to the game as experience
Wrong, they're important in different ways. One dictates the play and the other the meta-play.
To add to that, there are ways other than high health to help you mitigate damage or otherwise survive encounters, unlike experience which cannot be substituted for potions, armor and the like.
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>>4036076
Gods I fucking hate D&D. Such a retarded shit game.
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>>4036440
This is factually incorrect. If you're shooting at something that doesn't have any areas that are more vulnerable, the arrow will still do more damage because of your dex.
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>>4036020
>per level
This is the part that is shit, anon. INT influencing how much xp you get in things where INT matters is perfectly reasonable. But it requires you to move away from the mongoloid class system to begin with.
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>>4047518
>This is factually incorrect
I bet you're mad about "armor class" and "hit points" too, because you can't into abstractions
>>
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>>4047510
>He said, playing mostly D&D games and refusing to give other systems the time of the day.
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>>4047530
If there were no D&D, there would be no /vrpg/. Ingrates.
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>>4047368
But where skill is concerned, any skill is easier to learn if you're intelligent, because you can apply your lessons better, figure out what you need to improve on, and understand how to do that.
This is low-INT cope.
True a high INT character can study and understand a subject, but theory and application are not the same. To put it in a real world perspective you have plenty of university graduates going in to positions who understand their jobs but lose them immediatly because they cannot apply their intelligence outside of a text book scenario.

>A smart person isn't hitting harder, he's figuring out how to get past his enemy's defense and hit better.
You're bypassing instinctual development. A dumb brute is going to learn to target an opponents weaknesses by virtue of experiance. Muscle memory isn't a function of the mind.
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>>4047541
>We would be free from this hell
Thanks, I hate D&D even more now.
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>>4047527
For sure. Both are objectively bad at representing what they're supposed to represent. There was a time when HP made sense, because it was meant to represent the training a character has to withstand combat. But that time is long gone now and HP is not as much Hit Points as it is Health Points. And AC has always been fucking retarded because it decouples the character from its own defensive abilities.
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>>4047555
>”can’t into abstractions”
>enthusiastically agrees
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>>4047569
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>>4047368
>We're not talking about brute strength, we're talking about skill.
Plenty of games have physically oriented skills, and those are the ones that begin to reveal the failings of INT-based skill systems.
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>>4048020
>Plenty of games have physically oriented skills
If it's something like "skill point = bigger muscles" then I would see your point, but if it is an actual skill, it's fine.
>>4047549
>o put it in a real world perspective you have plenty of university graduates going in to positions who understand their jobs but lose them immediatly because they cannot apply their intelligence outside of a text book scenario.
Education and intelligence aren't the same thing. It's very possible to go to university and learn a bunch of stupid shit that makes you functionally dumber than before you went in.
But yes, there's more to intelligence than being able to parrot what you read in a book.
>You're bypassing instinctual development. A dumb brute is going to learn to target an opponents weaknesses by virtue of experiance.
I'm not, because the intelligent character benefits from experience in the same way. The dumb brute's strength isn't going make him better at gaining muscle memory than the bookworm is. (I guess you could say a bookworm could have a tendency to overthink and get in the way of his instincts but that's a bit complicated for an RPG abstraction.) The bookworm is going to be better at the theoretical side of learning, and just as good at the training/experience part. But it's fair to say his weaker body might make it harder to train effectively.
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>>4048326
>The bookworm is going to be better at the theoretical side of learning, and just as good at the training/experience part. But it's fair to say his weaker body might make it harder to train effectively.
Read what you wrote.
>The bookworm is just as good at the training,
>but his weaker body makes it harder to train effectively.

>>4047114
>IQ obsession is just another systemic issue with the west's retarded fascination with computation aka mathematical platonism.
You're forgetting the target audience, you want to endear them, not alienate them. You need to give the high IQ characters an advantage so the the traditionally nerdy player can self-insert and live out a power fantasy and best the high school bully who used to beat them up.
>>
One day I'll vibe-code a CRPG in which if you max out INT your character gets depressed and kills himself unless he's constantly on drugs
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>>4049357
Read what you wrote.
>The bookworm is just as good at the training,
>but his weaker body makes it harder to train effectively.
I said it's possible, in an attempt to be fair, that someone weaker who can barely lift a sword might have a bit more trouble training. It's aggravating that you focused solely on that and ignored the ways in which you're wrong.
The point is, a bookworm with a strength of 5 can benefit from experience, muscle memory and "instinctual development" just as well as a brute with a strength of 10, while also having a considerable boost to theory and understanding. If he has a strength of 1 or something, he probably can't lift a sword to train in the first place, which is what I meant. But the training he can do, he can do as well as the brute.
Again, INT making you better at learning all sorts of things is realistic.
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>>4049357
>You need to give the high IQ characters an advantage so the the traditionally nerdy player can self-insert and live out a power fantasy and best the high school bully who used to beat them up.
You have a complex about smart people.
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>>4041413
Kino post
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>>4036020
Smarter people are better.
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>>4036020
How about Endurance and hp per level?
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>>4036076
I always thought that intuition was a far better and more accurate descriptor than wisdom
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>>4056794
Knowledge + understanding = wisdom
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>>4047510
Name an RPG you like, anon.
Yes this is a trap. I know you can't name an RPG that isn't descended from D&D.
But I'm daring you to try anyway because I know you won't be able to resist: knowing it's a trap won't save you from yourself.

Because you lack intelligence, wisdom and charisma all three.
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>>4056793
You need to give the high endurance characters an advantage so the jock player can self-insert and live out his past high school life and best the high school nerd that he used to beat up.
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>>4057033
Which is dumb because understanding is based off intelligence and the ability to remember and accrue knowledge is too.
Intuition is at least somewhat separate from conscious mental processes, being based off of unconscious ones the conscious brain is unaware of.
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82 KB JPG
>>4041413
True... True...



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