Difference between revisions of "Intelligence (ability stat)"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 61: Line 61:
 
: Creatures of animal intelligence are always herbivorous and never hunters.  They can display some '''curiosity''' when offered food, especially foods with a pleasant odour.  This is not, however, indicative of a bond forming; that level of intelligence simply doesn't exist.  These creatures can only be domesticated through magic and [[Knowledge|expert]]-and-above sage abilities.
 
: Creatures of animal intelligence are always herbivorous and never hunters.  They can display some '''curiosity''' when offered food, especially foods with a pleasant odour.  This is not, however, indicative of a bond forming; that level of intelligence simply doesn't exist.  These creatures can only be domesticated through magic and [[Knowledge|expert]]-and-above sage abilities.
  
==== Domesticated (2 pts.) ====
+
=== Brave (2 pts.) ===
 +
 
 +
 
 +
 
 
Necessary for domestication as a creature.  Take note that not all domestic creatures have an intelligence of this value; only that they must have at least this much in order to form an attachment to a more intelligent companion.  Creatures of domestic intelligence will also show a fondness and loyalty.  They can be angered and will become defensive if angered; they will not always fight, however.  This defensiveness is often a show of threat before fleeing.
 
Necessary for domestication as a creature.  Take note that not all domestic creatures have an intelligence of this value; only that they must have at least this much in order to form an attachment to a more intelligent companion.  Creatures of domestic intelligence will also show a fondness and loyalty.  They can be angered and will become defensive if angered; they will not always fight, however.  This defensiveness is often a show of threat before fleeing.
  
Line 67: Line 70:
  
 
<br>
 
<br>
 +
 
==== Sympathetic (3 pts.) ====
 
==== Sympathetic (3 pts.) ====
 
Necessary for humanoid creatures (with much lower-than-average mental acuity) and commonly the intelligence for successful hunters such as canines, felines, suidae, ursae and a wide range of magical [[Beast|beasts]].  These creatures will hunt patiently and cleverly, will share food among their [[Clan (group)|clans]] and will care for and adopt the young of others.  They will form close domestic bonds with more intelligent creatures, particularly with tool-making humanoids.
 
Necessary for humanoid creatures (with much lower-than-average mental acuity) and commonly the intelligence for successful hunters such as canines, felines, suidae, ursae and a wide range of magical [[Beast|beasts]].  These creatures will hunt patiently and cleverly, will share food among their [[Clan (group)|clans]] and will care for and adopt the young of others.  They will form close domestic bonds with more intelligent creatures, particularly with tool-making humanoids.

Revision as of 23:15, 22 June 2022

Intelligence-image.jpg

Intelligence is an ability stat, variously inclusive of logic, understanding, reasoning and calculating self-awareness. In most game situations, ability checks for intelligence are used to resolve situations where conscious awareness of details or personal alertness needs determining. Game intelligence bears no similarity at all to the character's "intelligence quotient." Intelligence helps define a character's ability to learn; but when discussing what a character HAS learned, that is more appropriately discussed under wisdom.

Players cannot use the character's intelligence as a shortcut or alternative means of solving game problems. Players cannot spontaneously announce that they're making an intelligence check to see if they "understand" something a non-character has said or done. Players must depend on their own abilities in these instances, as this is the game.

Primary Attribute

Intelligence is a primary attribute of mages and illusionists; it is a minor attribute for assassins, bards, paladins, rangers and thieves. The reason is that these character classes possess cerebral features — reflected in the class's sage abilities — that require a higher-than-ordinary mental capacity in order to solve.

Mage's Spellbook

This is most important of all as regards the mage's spellbook, which defines the chance of a character's unique intellect being able to comprehend and thus use a given spell. Spells being what they are, while a large part of a character's potential understanding does rely upon intelligence, it also relies upon the structure of the character's mind. Thus it's possible for a specific character with a 9 intelligence to understand a spell that one with an 18 intelligence cannot.

Knowledge of Spells
Character
Intelligence
Percentage Minimum Number Maximum
Spell Levels
9 35% 8 4th
10-11 40% 9 5th
12 45% 9 6th
13 50% 10 6th
14 55% 12 7th
15 60% 13 7th
16 65% 14 8th
17 75% 16 8th
18 85% 18 9th
19 95% 19 9th

The Knowledge of Spells table indicates the mage's chance to understand each spell according to their intelligence. The new mage rolls a percentile-die for each possible spell the character may ever learn (although usually, it's sufficient to roll for 1st level spells until the character reaches an experience level where 2nd level mage spells are available. The "minimum number" explains the bare minimum number of spells the character must end with after making their rolls.

For example, the character Greer has a 14 intelligence somehow rolls so badly that despite there being 35 possible mage spells at 2nd level, she succeeded in only successfully rolling 11; stranger things have happened. As she's entitled to a minimum of 12, the die are not rolled again; the character is allowed to choose from those spells she missed in order to make up the difference.

The "maximum spell level" indicated on the table indicates the character's highest limit of spell they can possibly learn. In the example given, Greer would not be able to use 8th or 9th level spells. A mage with a 9 intelligence couldn't use any spell higher than 4th. Take note that many humanoids, such as orcs and goblins, have mages among their number with no better than a 9 intelligence, as the general intelligence of these races is much less than humans or demi-humans.

Intelligence Effect on Combat

We can appreciate that combat consists of a wide range of tactics and abilities that rationally require different degrees of training and mental acuity. We would expect that a creature with 5 intelligence would be more apt to rush directly into combat than one with 15. The motivation for why the creature would enter into combat differs greatly also. A rhinoceros might be merely bad-tempered, while an elephant is more likely to be protecting its young. More intelligent creatures fight over honour, king and country, and for greed and the accumulation power.

It's argued that more intelligent creatures fight for better reasons — though perhaps killing for the sole purpose of not dying from hunger is the "best" of all — one requiring no intelligence at all.

In any case, an effort is made in describing each point of intelligence how that measure defines how a creature will act in a fight. This would apply even to two humans whose intelligence differs by a single point. The guideline hopes to provide nuance for creatures of every intelligence, if they cannot all be counted upon to approach and engage in the same old way.

Description of Intelligence Pts.

Non-intelligent (0 pts.)

These creatures lack all self-awareness and are directed entirely by the hormonal needs for food and procreation. Thus each creature of this type occupies itself with hunting for food — either as a carnivore or herbivore — and creating a temporary lair in which it can lay its eggs. Some creatures of this type are wholly nomadic, laying their eggs in the body of prey, which serves as food for the young as they gestate. They cannot communicate or "speak" at all, as they haven't thoughts.
Once engaged in combat, these creatures are incapable of self-preservation; as a result, they always fight to the death. This can make some forms of this creature that occur in large numbers — such as social insects, that may number in the scores or hundreds — very dangerous once a battle is engaged. A release of pheromones causes these creatures to "cooperate" in attacking prey or defending their nest, but this behaviour is entirely reflexive and not indicative of real cooperation.

Animal (1 pt.)

This includes Animals of the lowest order, which rely predominantly on hormonal response coupled with the bare-minimum of self-awareness. Able to feel "fear," most animals of this intelligence herd together in large numbers for defense; they have no protective instinct for others, however, unhesitatingly abandoning those that become prey for carnivores — even their own offspring. In most cases, those of animal intelligence seek to flee and will confront only if cornered and desperate.
Reproduction between animal-intelligence creatures is primarily sexual, with competitive displays of plumage or action determining which females and males are enabled to mate. Some sexual behaviours, such as "rutting" among various hoofed animals, can result in temporary periods (2-4 weeks) in which males are so aggressive that they'll show bravery and the willingness to confront or attack other creatures that approach. Usually, however, these creatures always give ground when approached.
Creatures of animal intelligence are always herbivorous and never hunters. They can display some curiosity when offered food, especially foods with a pleasant odour. This is not, however, indicative of a bond forming; that level of intelligence simply doesn't exist. These creatures can only be domesticated through magic and expert-and-above sage abilities.

Brave (2 pts.)

Necessary for domestication as a creature. Take note that not all domestic creatures have an intelligence of this value; only that they must have at least this much in order to form an attachment to a more intelligent companion. Creatures of domestic intelligence will also show a fondness and loyalty. They can be angered and will become defensive if angered; they will not always fight, however. This defensiveness is often a show of threat before fleeing.

Creatures of this intelligence will form family relationships for life, care for their offspring, defend their lairs, display memory, play, act curiously if not threatened and will actively hunt (including tracking and returning to familiar hunting grounds). These creatures will also cooperate with their own kind, though often they will become aggressive and competitive once food is available. Primary motivations continue to be the pursuit of food and reproduction.


Sympathetic (3 pts.)

Necessary for humanoid creatures (with much lower-than-average mental acuity) and commonly the intelligence for successful hunters such as canines, felines, suidae, ursae and a wide range of magical beasts. These creatures will hunt patiently and cleverly, will share food among their clans and will care for and adopt the young of others. They will form close domestic bonds with more intelligent creatures, particularly with tool-making humanoids.

They have strong memories, will form lasting bonds and cooperative relationships with humanoids (hunting and sheep dogs, cormorants, working animals, mounts, etcetera), are strongly faithful, will play and will defend creatures other than those of their own kind. They are able to recognize treachery and also display a wide range of emotions.

Humanoids will be minimally communicative and animal-like in their display of emotions. They will form staunch bonds with others and will sacrifice themselves rather than let those others come to harm (though the sacrifice is not self-aware; death is a difficult concept to grasp). Fighting abilities will be instinctive; they are limited to bashing weapons. Weapons may not be hurled, not because the creature is physically incapable, but because it doesn't not occur. They are limited to daily living skills and are limited in sage abilities to adaptive or instinctive abilities [no defacto list exists at this time]. All efforts to problem solve or be alert, as well as recovering anything from memory, requires an intelligence check.


Pre-cognitive (4 pts.)

Enables self-awareness so that the creature is aware of their own awareness, and in humanoids the ability to express consciousness of their own mental limitations. Creatures are able to comprehend money, the importance of some things over others and reasons why they are being asked to do things. Creatures of this intelligence include a wide variety of non-social monsters, many of them with inborn skills, primates and humanoids who represent lower-than-average mental acuity. No humanoid race comprises principally of members that are of this level of intelligence.

Creatures, both humanoid and not, will betray deviousness, be capable of lying, yet will remain naive of consequences for their actions. Play is often extraordinarily aggressive or excessively idle, such as repeatedly throwing a ball against a wall for many hours at a time, mesmerized by the patterns it forms. Memories are long and grudges are common. They are not likely to judge the actions of others except when those actions directly infringe on their freedom.

Humanoids will be haltingly but moderately communicative and expressive with their emotions. They will form highly loyal bonds with fellows and may even fall in love, though they will not understand the social mores associated with relationships. They are not able to rebel against requests from trusted companions without an intelligence check. When a check succeeds, being conscious of their own limitations, they will be enormously proud of themselves.

Fighting abilities are instinctive; bashing and stabbing weapons are permissible. Weapons may be hurled. They are able to do tasks made of two-or-three steps, such as sharpening a weapon AND putting it away or eating from a plate, washing that plate and putting it away. Such things are limited to busywork; tasks that require figuring the place for something unfamiliar, sorting, locating something that can't be seen or is in an unfamiliar place, or any more complex problem requires a check. The creature can watch and be trusted to be aware in that specific direction, but being alert for something unexpected requires a check. Sage abilities must still fit into the descriptions above or are not available to the creature.


Primitive (5 pts.)

Minimum necessary for a humanoid culture. Creatures are able to perform all familiar tasks related to food gathering, hunting, raising offspring, sorting and sharing material wealth and rough hand-made tools without checks, but do not have interpretive-based sage abilities.

Though able to understand the spoken word generally, creatures have high difficulty understanding abstract concepts such as philosophy, mathematics, science, mechanics or distant geography. Religion and history is understood primarily through story-telling and art, with no real sense of theology or causality. Magic is appreciated and recognized, but the process bears no comprehension at all. Limitations on such things, or why there should be limitations, are unclear to the creature.

When in simple, day-to-day situations, it is rare that any checks will need to be made. However, the alertness needed to think a player character's way through unusual environments (dungeons, dangerous and chaotic terrains, cities or streets where sensory overload is constant) will require occasional checks if there is no one else to keep the character focused. One such situation is battle.

Should surprise occur, creatures of primitive intelligence are apt not to rely upon their instincts but upon their responsibilities ~ and this may cause the creature to freeze, similar in manner to a deer but for entirely different reasons. Because of this, unless an intelligence check is made, the creature will be unable to take any action except to defend themselves for one more round than is usual. This hesistancy can be overcome, however, if a more intelligent creature, unaffected by this hesitancy, is there to shout "attack!" or similar order at the right moment, spurring lesser companions to action. Thus a chief in a primitive clan or tribe will usually have sufficient intelligence to thus lead their people.

Primitive intelligence allows the use of most hand-to-hand and hurled weapons, but discounts use of the bola, the bow, slings and like weapons that have multiple or moving parts. Common implements with moving parts require a check to use; complex implements, such an astrolabe or abacus, are beyond the creature's ken.


Low (6 to 7 pts.)

Though in the upper group for primitive cultures, for most civilized societies this indicates the bottom range of competent intelligence for social participants in daily life. Such creatures are able to work at repetitive tasks, raising food, maintaining domestic animals and other day-to-day social duties without intelligence checks.

They are, however, challenged to understand matters outside their immediate needs and positions. Even if they participate in religion, it is more mystery than belief. They are comfortable at festivals and sport; but discussions of current affairs and politics confuse them. They are apt to ignore the doings of the world. If someone should explain such things to them, it would be an intelligence check.

Low intelligence creatures have access to the full range of weapons and the use of common implements without needing a check. Surprise in combat operates normally.

See Player Characters