Forum Overview
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Hotline Miami 2: Wrong Number
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Charisma should be the divine casting stat.
[quote name="Dream Cast"][quote name="Merriam-Webster"]The Greek word charisma means "favor" or "gift." It comes from the verb charizesthai ("to favor"), which in turn comes from the noun charis, meaning "grace." In English, charisma was originally used in Christian contexts to refer to a gift or power bestowed upon an individual by the Holy Spirit for the good of the Church—a sense that is now very rare. These days, we use the word to refer to social, rather than divine, grace. For instance, a leader with charisma may easily gain popular support, and a job applicant with charisma may shine in an interview.[/quote] I don't know much about God - like, is he one guy or three guys? - but I did just watch The Greatest Story Ever Told, so I'm pretty much an expert on Jesus. In the movie he seemed insistent that he wasn't healing people by channeling positive energy from another dimension, he was just inspiring faith, and it was the person's own faith what healed them. Or maybe it was God what healed them? Again, not totally clear on the details, but the point is it seemed pretty inconsistent with how divine healing works in D&D. (I guess it makes sense if you remember the first Cleric was based on Van Helsing from the Hammer Dracula movies instead of Jesus et al.) While I'm here, I also want to say that Wisdom is a dumb stat to begin with. It's evolved into some holy combination of perception, willpower, and divine favour, none of which you'd think necessarily go together. So they should split it up into Perception and Willpower, and get rid of Constitution to make room because it's boring (it's entirely passive, just a stat tax you have to pay so you don't die too easy). Which would make the stats: Strength Dexterity Perception Intelligence Willpower Charisma Fold Constitution into Strength. Now it determines how much damage you can dish out AND how much damage you can take. Split off melee accuracy and give it to Dexterity, then split off ranged accuracy from Dexterity and give it to Perception. Intelligence gives bonus spells to knowledge-based casters like Wizards and Druids, and Charisma gives bonus spells to inspiration-based casters like Clerics and Bards. Willpower boosts the efficacy of all spells. This system could probably use some tweaking for balance - maybe hit points should be based on both Strength and Willpower, or maybe accuracy should be universal and based on both Dexterity and Perception - but you have to admit it makes more sense with the way the game is played today.[/quote]