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Can charisma be something more than just dump stat?
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<blockquote data-quote="Jack7" data-source="post: 4775577" data-attributes="member: 54707"><p><em><strong>That's an extremely good idea RC</strong></em>, and since we use <strong>Describe and Demonstrate</strong> 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.</p><p></p><p>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.</p><p></p><p>Excellent idea. Have some XP.</p><p></p><p></p><p><strong><span style="color: Red">Well, crap RC. I can't give ya any right now. I'll catch ya later.</span></strong></p></blockquote><p></p>
[QUOTE="Jack7, post: 4775577, member: 54707"] [I][B]That's an extremely good idea RC[/B][/I], and since we use [B]Describe and Demonstrate[/B] 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. [B][COLOR="Red"]Well, crap RC. I can't give ya any right now. I'll catch ya later.[/COLOR][/B] [/QUOTE]
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