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Story Hour
[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9591649" data-attributes="member: 7737"><p>Sadly in AD&D, bonuses to your Charisma did not allow you to spam Persuasion (nor Bluff nor Intimidate nor ...) because there were no skills in AD&D. What Charisma did was control the Maximum Number of Henchmen your character could retain, their Loyalty, and provided a Reaction Adjustment to the reaction score upon first meeting other creatures.</p><p></p><p>The key words being "upon first meeting". We already met the marines, so whatever their reaction towards us was, a temporary CHA buff won't help now. Therefore, Friends won't help at this point [well, it shouldn't; in the gamebook, it's basically Suggestion lite, so we end up at the same place we're about to end up, more or less].</p><p></p><p>Side note -- in actual AD&D, not gamebook world, Charisma was the god stat. Running around with 10 henchmen (CHA 17) or 15 henchman (CHA 18) as opposed to the measly 4 henchmen that a CHA 9-11 character retained -- yeah. That was a biiiiig difference.</p><p></p><p>Not to mention the +15% (CHA 15) to +35% (!) (CHA 18) Reaction Adjustment you could obtain.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9591649, member: 7737"] Sadly in AD&D, bonuses to your Charisma did not allow you to spam Persuasion (nor Bluff nor Intimidate nor ...) because there were no skills in AD&D. What Charisma did was control the Maximum Number of Henchmen your character could retain, their Loyalty, and provided a Reaction Adjustment to the reaction score upon first meeting other creatures. The key words being "upon first meeting". We already met the marines, so whatever their reaction towards us was, a temporary CHA buff won't help now. Therefore, Friends won't help at this point [well, it shouldn't; in the gamebook, it's basically Suggestion lite, so we end up at the same place we're about to end up, more or less]. Side note -- in actual AD&D, not gamebook world, Charisma was the god stat. Running around with 10 henchmen (CHA 17) or 15 henchman (CHA 18) as opposed to the measly 4 henchmen that a CHA 9-11 character retained -- yeah. That was a biiiiig difference. Not to mention the +15% (CHA 15) to +35% (!) (CHA 18) Reaction Adjustment you could obtain. [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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