Look at those stats, talk about a munchkin!
That's pretty much the DCC roleplaying game and its "funnel" system...
Except, No matter how hard I try to shield the good rolls pc, they always seem to end up dead /insane /disabled!
Who knows what loyalty rules were being used by Rob Kuntz back when this PC sheet was typed up!Not surprised to see the high charisma. Henchmen and followers were really important in early D&D and charisma was a key factor in determining the quantity and the loyalty/morale those followers and henchmen had towards their liege.
I think the bigger influence on the utility of CHA is the divergence of approaches to encounter reactions. In a system in which the reactions of creatures met is determined randomly, having a modifier to those rolls is useful - 13 CHA gives +5, and 16 gives +25, on the AD&D tables.If anything, when one looks at old edition PHBs and sees what attributes give what bonuses when, Charisma was almost always one worth pumping up if a player didn’t have particularly high rolls or had an extra good roll, because it was the rare attribute than gave incremental advances (it’s bonuses to dealing with henchmen and hirelings) from a low number on instead of not giving any bonuses until 15. So, no, Charisma only became a plausible “dump stat” around 1995 or so, if not 2000 (depending if one is considering it’s change of use in 3.0 vs the rebalancing of options in Skills & Powers), although it’s use in game culture was declining after about 1986.
Method I:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.
Method II:
All scores are recorded and arranged as in Method I. 3d6 are rolled 12 times and the highest6 scores are retained.
Method 111:
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is re- toined for that category.
Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters, The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.