Jack7
First Post
Combat Advantage in RCFG allows you to use any skill in order to gain a combat bonus, if you can describe how it works. "I engage him in flashy reparte, hoping that he will attack less forcibly" is an example of how one might use a Charisma-based skill to increase AC.
You then make a Skill check against a DC chosen by you (higher DCs reflect more bonus). If successful, you get the bonus. If you fail, you lose the attack.
That's an extremely good idea RC, and since we use Describe and Demonstrate that's also one I intend in the future to use in my system. (I'll give you credit of course.) I think I might employ it a little differently but it is a superb idea.
It also frees up all attributes for creative and flexible uses, not merely pr-programmed and overly structured uses. But because of the way my game and system works what I like best is that the idea encourages creativity and innovation on the part of the player (and even the DM) rather than over-reliance upon the Designer to pre-determine the player-DM, and in-game character action/reaction/interaction dynamics. So it's not only a good usage of Charisma, it's a just plain right fine design principle. Course, if you haven't considered it then I'd use the same principle for non-combat situations as well.
Excellent idea. Have some XP.
Well, crap RC. I can't give ya any right now. I'll catch ya later.
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