Monday, July 3, 2017

The Case Against AD&D - Ability Scores, pt. 6

Getting Wise

Piety. Serenity. Willpower. Perception. Wisdom has always had something of a broad collection of things attributed to it, and it hasn't always made a huge amount of sense. Something that has stayed true though is that Wisdom generally allows a character to resist spells, whether it be all spells, or just mind control.

As an ability score, Wisdom has nearly always felt like an appendage, but in AD&D 2e, it has something of a redundant grab bag of subabilities, some of which that are only relevant if you have a higher score than can be rolled on the dice. So, let's talk about them.

Navel Gazing

 The first derived statistic or subability is Magical Defense Adjustment, which modifies saving throws against spells that attack the mind (the examples given in the book are beguiling, charm, fear, hypnosis, possession, suggestion, and etc.). This is fairly consistent with most editions of D&D, generally modifying the Spell save (in 3rd edition and beyond, it would modify the Will save). In AD&D, this bonus only applies at the highest scores of the ability score. You can see where I'm going with that if you've been following this series, but I will say that it's one of the more acceptable progressions among the six.


The second is Bonus Spells, and the entries on the table are cumulative. This is a derived statistic that would be carried over to 3rd edition, though it would take a different form, and apply to all spellcasting classes. In both AD&D 1e and 2e, this applies only to Clerics and priests. A starting Cleric with an 18 would be entitled to two 1st level, two 2nd level, one 3rd, and one 4th level spell slots in addition to their normal slots per day. Considering that they would need to wait until 7th level to make use of these, it doesn't seem like it would help much. But, at 1st level, it more than doubles their available spell slots. Note that Paladins do not gain extra spells for high Wisdom.

The third is Chance of Spell Failure. I do understand why there are failure percentages below 9 Wisdom (the minimum for the Cleric class), but what I don't understand, is why this exists at all. Essentially, any Cleric or priest with a 13 or lower Wisdom is extremely unattractive to play, though I wouldn't go so far as to say unplayable. It does though beg the question: Why discourage players from playing Clerics? Clerics have always been powerful and versatile, able to wear heavy armor and cast spells, and being capable of fighting well and surviving on the front line with their decent hit points. However, they already have a rather slow spell progression. You'll notice that the previous derived statistic, Bonus Spells, also doesn't bring benefits until 13 Wisdom.

To me, it really does discourage anyone with less than 13 Wisdom. Furthermore, it can't be to discourage Paladins, because Paladins are required to have a minimum of 13 in Wisdom. Ultimately, there's a narrow range between 9 and 12 where the Cleric is playable, but is handicapped by a spell failure chance. I'm baffled as to why this is, and it's one of the things I would drop were I interested in running 2e.

Spell Immunity is the final category, and it only applies to scores over 18. Personally, I feel like this is doing double duty, since there's already a bonus to saving throws, but ultimately, I know exactly why this exists, and it's to protect deities from these spells by granting them complete immunity. There's a lot I could say about gods and the folly of statting them out, but that isn't the focus of this series. For the most part, I just think it's a waste and that it's unnecessary since gods could just be immune based on their status as Lesser, Intermediate, or Greater.

Curiously, the only two categories that increase or change after 18 are bonus spells and the spell immunity. Bonus spells are fairly important advantages, and being immune to various spells that can take control of your character is attractive. So, once again, chasing higher ability scores is encouraged by these boons.

Enlightenment?
  
Wisdom as an ability score leaves a lot to be desired. While I'm happy that the spell save modifier doesn't increase past 18, we're still left with needless fat like the spell failure chance that only applies to a handful of potential characters. The spell immunity is messy and unnecessary for player characters. Bonus spells are a powerful advantage, but it scales in a strange way that complicates book keeping.

If spell immunity is necessary for NPCs or deities, then it would have made far more sense to have guidance for NPCs and a separate quality for immunity for deities. Bonus spells scale bizarrely, and I'm of the opinion that they're unnecessary and could have just been scaled better in the Cleric/priest class's spell progression. As far as spell failure is concerned? It shouldn't exist. It only applies to a small percentage of beginning characters, and even taking ability damage into account, I find myself at a loss to find a reason for it to exist and be tracked. It's extra book keeping for no reward.

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