Thursday, October 30, 2025

Hacking 2e: Intelligence

 

I’m not a fan of this table, as it provides only two things: wizard limits and languages. For an ability that claims to represent “a character’s memory, reasoning, and learning ability,” it has a very narrow mechanical scope. It’s no wonder that it ended up being the easy dump stat for everyone except wizards and polyglots.

This section is also an example of how no one at TSR ever figured out the line between Intelligence and Wisdom. The text indicates that a semi-intelligent character (Int 3 or 4) is “apt to react instinctively or impulsively.” Wouldn’t that be a function of Wisdom, which dictates “judgement [and] common sense?” I’m not suggesting that this line is clear (it’s anything but), yet I’m hoping we can do a better job.

This ability is one of the few to get examples for the scores, which is found in the Monstrous Manual:

0

Nonintelligent or not ratable

1

Animal intelligence

2-4

Semi-intelligent

5-7

Low intelligence

8-10

Average (human) intelligence

11-12

Very intelligent

13-14

High intelligence

15-16

Exceptional intelligence

17-18

Genius

19-20

Supra-genius

21+

Godlike intelligence

 

Alright, let’s get into it.

Thursday, October 23, 2025

Hacking 2e: Constitution

The sick man of the ability scores. It is occasionally suggested that Constitution’s role as a measurement of “physique, fitness, health, and physical resistance” is unnecessary, as it impacts only hp and some edge cases, and one could implement a distinct sub-mechanic to determine overall health.

Certainly it’s an odd ability score; unlike its siblings, it has no easily actionable interpretation. You can be strong with Strength, wise with Wisdom, or charismatic with Charisma, but you can’t be constitute with Constitution. For ability checks, you’ll end up using it for actions which push beyond the limits of normal endurance, such as holding one’s breath underwater or forced marching, but these are reactive; they determine if you don’t drown or collapse. As a result, Con checks become a new saving throw.

Still, I can’t bring myself to cut it out of the group. Sure, it represents a static attribute rather than a true ability, but it represents a personalized difference in the character that isn’t directed by class and level, which is the hallmark of ability scores. As such, I can make peace with this ability saving score throw. Instead of extricating it from the game, let’s try to improve its benefits and clean up the table.

Thursday, October 16, 2025

Hacking 2e: Dexterity

Now that I’ve dissected Strength beyond recognition, I’ll move onto Dexterity.

The PHB states that this ability affects reaction speed, ranged attacks, and dodging. Dexterity also affects a rogue’s “professional skills,” which the book leaves for yet another table.


As with Strength, we’ve got another eight-range dead zone, this time between 7 and 14 – though this is minimized on the thieving skills table. The low hanging -1 AC bonus at a score of 15 makes Dex the obvious 2nd choice for most players that rolled well, while possibly even being a better choice over Strength for the fighter that rolled a 13 and a 15. Why not get the AC bonus if Strength gives you nothing for your trouble? Yet for the thief with a 13 or 14 in Dex, there’s nothing here; the score becomes an empty space, good only for ability checks. Dexterity is both too strong and too weak.

Adjusting Strength should help with the first issue, but for the nerf let’s look at these columns. 

Thursday, October 9, 2025

Hacking 2e: Strength – Part 2

I was busy in the last post being critical of AD&D’s Strength table and ruining it at the same time, so let’s keep going and really break some stuff. 

Thursday, October 2, 2025

Hacking 2e: Strength – Part 1

Since we were talking about Ability Scores in the past few entries, I thought I’d review each of the individual scores, while providing a few bad takes and tweaking everything. Let’s break this as though I were developing my own hack.

It starts, as with every edition of the game, with Strength. This is the ur-ability, the stat that reaches back to Arneson’s Blackmoor. (As this won’t be a history of the scores, go here if you want to learn more about the origins.) In AD&D, Strength is described as the “measure of a character’s muscle, endurance, and stamina.” This vague mandate results in the huskiest ability score table of the lot, with 30 scores and 6 derivative values.

As you can see, there’s a lot of bizarre specifics here, so let’s look through them column by column.