Wisdom has always been an odd bird. In OD&D this ability
doesn’t do squat, serving only as the prerequisite score for Clerics and their access
to an XP bonus. There’s not even a description of what Wisdom is until
the Player’s Handbook drops in ’78. Yet that edition’s description didn’t
remain static in the same way that Strength has always represented physical
power or Intelligence has represented learning. To see how this has changed
over the past five decades, let’s look at the keywords each edition uses to
describe Wisdom:
|
Edition
|
Description of Wisdom
|
|
AD&D
1e
|
enlightenment,
judgement, wile, will power, intuitiveness
|
|
Basic D&D (81)
|
inspiration, intuition, common sense, shrewdness
|
|
AD&D
2e
|
enlightenment,
judgement, guile, willpower, common sense, intuition
|
|
D&D 3.5e
|
willpower, common sense, perception, intuition
|
|
D&D
4e
|
common
sense, perception, self-discipline, empathy, willpower
|
|
D&D 5e
|
awareness, intuition, insight, perception, willpower
|
This doesn’t take into account 2e’s nonweapon proficiencies,
which tie Wisdom to animal skills, sensing direction and weather, tracking,
healing, religion, and… mining. However, it’ll serve for our discussion.
There’s some interesting takeaways here. ‘Willpower’ is common
in all editions except Basic, though this is only implied in 4e with its contribution
to Will defense, while 5e shoves the concept exclusively into the DMG. ‘Intuition’
is also common aside from 4e. ‘Common sense’ is another baseline that appears
everywhere aside from 1e and 5e. Many Charisma-like descriptions are applied to
Wisdom as well, such as wile (1e), shrewdness (Basic), guile (2e), and self-discipline
and empathy (4e).
Of course, the most notable change is ‘perception’ in 3rd Edition,
which carries on into all later editions. As these editions had strictly defined
skills, Wisdom became a tool for auto-finding (Spot, then later Perception) and
lie-detecting (Sense Motive, then later Insight). Much gnashing of teeth and rending
of garments has occurred over this by those who portray it as the natural
end-game of the ability check, devolving the game into thoughtless, push-button
‘rollplay.’ This, in my opinion, is bunk – you can read my thoughts about that argument here.
It makes sense that this ability would eventually find its
way toward an actionable definition. Aside from the entirely reactive Constitution
score, the other scores allow you to lift, push, sneak, steal, remember, solve,
command, and schmooze. Meanwhile, AD&D gives Wisdom only the static ‘willpower,’
which can only serve as an adjustment to saving throws, and the utterly useless
‘intuition’ and ‘common sense,’ which is the purview of the player rather than
the character.
In other words, much of Wisdom is stored in the character’s
head and doesn’t translate well to play in the same way as the other mental
scores; using Intelligence to remember or know something provides an excellent opportunity
to distribute an occasional lore-dump, but using Wisdom to use one’s gut can
only serve to give up information that the player should be figuring out for
themselves.
In short, I don’t find the shift surprising, and given that
it has become an acknowledged domain of Wisdom for the past quarter century, we
should probably retain it.
Well, that’s a hideous amount of preamble, but I wanted to
peg down this ability before we moved on to the columns. I have no idea if I’ve
done that. Onward!