I like that idea, I like it better without telling my players about itStalker0 said:...
An idea I had but only got to test once was to tie in charisma with luck (paladin's get a bonus to their saves as kind of a blessing...so I decided to make charisma that way in general).
Whenever a player rolled a 10 on a 20....they added their charimsa modifier. I choose 10 because its the middle number....a good or bad modifier can really effect the result while adding to a 20 or subtracting from a 1 doesn't really have much effect.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
GreatLemur said:Oh, wow. I really like that. It seems like a very, very minor thing--ties don't come up often, do they?--but it's just beautiful, conceptually.
Interesting. I'm assuming that the affects are there for flavor. For example, an indifferent NPC would still start off as indifferent, he'd just do it in a way that shows more respect for someone with a higher Charisma than for someone with a lower Charisma.Afrodyte said:The descriptions are not meant to detail motives, but to describe how a person's force of personality affects other people.
MadBlue said:Interesting. I'm assuming that the affects are there for flavor. For example, an indifferent NPC would still start off as indifferent, he'd just do it in a way that shows more respect for someone with a higher Charisma than for someone with a lower Charisma.
Yeah, I have to agree there.Nifft said:So, Charisma would have no mechanical benefit... that would keep it a dump stat.
-- N
No. I'm saying that it shouldn't improve or degrade an NPC's intitial attitude. And it doesn't, so it's not like I'm suggesting taking something away from Charisma. Just that I don't think adjusting NPC initial attitudes is the way to go if one wants to add something.Nifft said:So, Charisma would have no mechanical benefit... that would keep it a dump stat.
There has been research that suggests that it's the cuteness factor of children (and other young mammals) that evokes a caretaker response in adults, so the findings of that study don't surprise me. That doesn't have anything to do with what Charisma represents in D&D, though. Also, that study doesn't really seem to have anything to do with persona.kyberus said:Perhaps, however, its surprising how much good looks and a strong persona can influence reactions. For example, in a recent study, as I understand it, it was found that young children who are less cute are significantly more likely to be left alone and unsupervised, be ignored and so on by their own parents by equivalent, cuter children. Disturbing thoughts indeed.
Considering that there are only two blocks of helpfulness past indifferent, and that characters have to do well on Charisma based skill checks in order to improve an NPC's attitude (especially to the point where they'd take risks for you), I'd say that improving even one block just based on a character's raw Charisma score is too much. On the flip side, hosing characters with a penalty to their Charisma score by having people you meet tend to wish you ill by default is too big a penalty and is an invasive change to the game.That being said, would it EVER amount to more than one block of helpfulness? it depends too much on the NPC (If the NPC is a dwarf, its not going to help quite so much, and so on, and two forceful persona's might clash, and so on and so forth)
MadBlue said:Is it relative, though? For example, what happens if the NPC has an 18 Charisma and the PC has a 16 Charisma? Would the NPC be in awe of the PC, even though his own Charisma would provoke servility in others? What if the NPC has a 6 Charisma and the PC has an 8 Charisma? Would the NPC treat the PC condescendingly even though his own Charisma provokes a feeling of domination in others? What if they both have a 12 Charisma? Does the NPC see the PC as an equal, or does he act with deference? It would seem to me that there should be some kind of opposed Charisma check and/or massive table involved to determine what the attitude of the NPC would be.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.