The other day me and my players where talking about Int score vs player. The player was a Wiz so his int is much higher then he is in real life. To help him out I was thinking about letting player role Int check once a sort rest to get a Hint from the DM.
Has anyone tryed something like this and did it work.
I'm curious to know what kind of "hints" are being considered. What we consider Intelligence is often conflated with what the game calls Mental Stats collectively. You'll want to be careful about not stepping on the toes of another player with a very high Wisdom or Charisma.
In general, I'm not entirely sure how this is different from how Int checks might normally be used in-game, nor why it would be limited to once per short rest. For example, if your player enters a puzzle room, they might either attempt to solve it themself, roll an Intelligence check to solve it as their player, or some combination of the two.
Otherwise, I agree with Lyxen: Players who step into their character should enjoy the full range of attributes, both high and low. They can limit themselves, but need the DMs help to exceed themselves.
Yea I am seeing it as like with that puzzle room it telling them maby step you need x from that wall for step 3. I find in real life some times knowing something later on can help click everything into play. Maby in combat reminde a player of a weakness of the monster off something like most fire things are weak to cold. Or when fighting a wolf most wolfs are normaly in pack so he know they will have more coming in a few rounds.
As to the limit it would be to stop the players from just rolling to complete action like I do on chr but I am now thinking it may work better as a secret roll thing the DM makes when he look stumped but should be smart.
It sounds like you might be interested in giving the Keen Mind feat a quick glance. That essentially captures the "Mind Palace" quality that your player may be looking for. It puts the burden on the DM to keep track of notes, which is both a blessing and a curse.
For puzzles, you could set a template DC for Investigation checks: DC 10 - Obvious, DC 15 - Moderate, DC 20 - Complicated, DC 25 - Hidden
The trick is then to let the players make as many investigation checks as they would like, but also introduce consequences. For example, "Investigating" might take 10 minutes, which is enough time for a random hostile encounter to appear, or the process of investigating might accidentally trigger a trap, like causing the room to start filling with water. Give them the option, but make them use it judiciously.
For combat encounters, I usually embed "hints" into the description of the encounter for the benefit of all player, regardless of their intelligence. For anything that isn't immediately obvious that I think a player should know, I ask for a straight Intelligence Check with DC 10~12. If they pass, I remind them, and if not, then their character is simply distracted by combat and not paying attention. However, asking a player to roll an intelligence check is often enough to let them know that there is something worth remembering.
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The other day me and my players where talking about Int score vs player. The player was a Wiz so his int is much higher then he is in real life. To help him out I was thinking about letting player role Int check once a sort rest to get a Hint from the DM.
Has anyone tryed something like this and did it work.
I spell Goodly.
I'm curious to know what kind of "hints" are being considered. What we consider Intelligence is often conflated with what the game calls Mental Stats collectively. You'll want to be careful about not stepping on the toes of another player with a very high Wisdom or Charisma.
In general, I'm not entirely sure how this is different from how Int checks might normally be used in-game, nor why it would be limited to once per short rest. For example, if your player enters a puzzle room, they might either attempt to solve it themself, roll an Intelligence check to solve it as their player, or some combination of the two.
Otherwise, I agree with Lyxen: Players who step into their character should enjoy the full range of attributes, both high and low. They can limit themselves, but need the DMs help to exceed themselves.
Yea I am seeing it as like with that puzzle room it telling them maby step you need x from that wall for step 3. I find in real life some times knowing something later on can help click everything into play. Maby in combat reminde a player of a weakness of the monster off something like most fire things are weak to cold. Or when fighting a wolf most wolfs are normaly in pack so he know they will have more coming in a few rounds.
As to the limit it would be to stop the players from just rolling to complete action like I do on chr but I am now thinking it may work better as a secret roll thing the DM makes when he look stumped but should be smart.
I spell Goodly.
It sounds like you might be interested in giving the Keen Mind feat a quick glance. That essentially captures the "Mind Palace" quality that your player may be looking for. It puts the burden on the DM to keep track of notes, which is both a blessing and a curse.
For puzzles, you could set a template DC for Investigation checks: DC 10 - Obvious, DC 15 - Moderate, DC 20 - Complicated, DC 25 - Hidden
The trick is then to let the players make as many investigation checks as they would like, but also introduce consequences. For example, "Investigating" might take 10 minutes, which is enough time for a random hostile encounter to appear, or the process of investigating might accidentally trigger a trap, like causing the room to start filling with water. Give them the option, but make them use it judiciously.
For combat encounters, I usually embed "hints" into the description of the encounter for the benefit of all player, regardless of their intelligence. For anything that isn't immediately obvious that I think a player should know, I ask for a straight Intelligence Check with DC 10~12. If they pass, I remind them, and if not, then their character is simply distracted by combat and not paying attention. However, asking a player to roll an intelligence check is often enough to let them know that there is something worth remembering.