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Can charisma be something more than just dump stat?
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<blockquote data-quote="Barastrondo" data-source="post: 4772413" data-attributes="member: 3820"><p>You can ask him for hints, though, at the very least. I don't see why that wouldn't be the case. </p><p></p><p>That said, I've rarely seen players who are really uninterested in clever planning pick the high Int characters — for them, mental skills tend to be a dump stat so that they aren't forced to labor over the plans. Similarly, players who tend to be interested in social interactions above and beyond "The entire party needs to talk NPC X into Activity Y" don't shaft Charisma. </p><p></p><p></p><p></p><p>Man, that depends on the game so much and so hard. I can off the top of my head think of all kinds of situations where one person being the party diplomat isn't going to always help. What if the wizard needs to make a good impression on the local Elementalist College and the other wizards aren't going to let the bard make his case for him? What if the military insists on asking the party warriors for their opinion instead of the charmer? And if there are five party members and five incredibly hot singles hanging out in the bar, the party diplomat might not mind going off for a sixsome all the time if it's easier for him to do that than to try and talk a lady into giving Gruntax the Noisome some pity-loving.</p><p></p><p>I see some players make Charisma a dump stat now and again, but the way I encourage people to consider Charisma isn't mechanical: I just provide NPCs that are more interested in particular characters than the entire party. Potential mentors, lovers, allies, contacts, etc. — if there's a lone gnoll in the party, for instance, then I'm going to want to drop in at least one or two gnollish NPCs who would have story hooks, potential training, camaraderie or other useful things that they'd be wililng to share with another gnoll. Clerics and paladins have other members of their faith. Fighters might have mercenary or military contacts. Thieves' guilds. Fire-cults. All kinds of ideas. The party diplomat can get stuff for the party, but you get a little extra out of the world if you are willing to speak up for yourself.</p><p></p><p>If players genuinely aren't that interested in interaction with personal contacts, no worries. Generally they are, though, because that's what my groups tend to get out of gaming. A well-realized NPC with some neat things to offer goes a lot farther, in my experience, than any hard-and-fast mechanic to encourage players to interact with the world.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4772413, member: 3820"] You can ask him for hints, though, at the very least. I don't see why that wouldn't be the case. That said, I've rarely seen players who are really uninterested in clever planning pick the high Int characters — for them, mental skills tend to be a dump stat so that they aren't forced to labor over the plans. Similarly, players who tend to be interested in social interactions above and beyond "The entire party needs to talk NPC X into Activity Y" don't shaft Charisma. Man, that depends on the game so much and so hard. I can off the top of my head think of all kinds of situations where one person being the party diplomat isn't going to always help. What if the wizard needs to make a good impression on the local Elementalist College and the other wizards aren't going to let the bard make his case for him? What if the military insists on asking the party warriors for their opinion instead of the charmer? And if there are five party members and five incredibly hot singles hanging out in the bar, the party diplomat might not mind going off for a sixsome all the time if it's easier for him to do that than to try and talk a lady into giving Gruntax the Noisome some pity-loving. I see some players make Charisma a dump stat now and again, but the way I encourage people to consider Charisma isn't mechanical: I just provide NPCs that are more interested in particular characters than the entire party. Potential mentors, lovers, allies, contacts, etc. — if there's a lone gnoll in the party, for instance, then I'm going to want to drop in at least one or two gnollish NPCs who would have story hooks, potential training, camaraderie or other useful things that they'd be wililng to share with another gnoll. Clerics and paladins have other members of their faith. Fighters might have mercenary or military contacts. Thieves' guilds. Fire-cults. All kinds of ideas. The party diplomat can get stuff for the party, but you get a little extra out of the world if you are willing to speak up for yourself. If players genuinely aren't that interested in interaction with personal contacts, no worries. Generally they are, though, because that's what my groups tend to get out of gaming. A well-realized NPC with some neat things to offer goes a lot farther, in my experience, than any hard-and-fast mechanic to encourage players to interact with the world. [/QUOTE]
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