For those who remember, my first attempt at this can be found here: http://www.enworld.org/forums/showthread.php?t=73948
I've given it another look over... and while I think my premise was sound, the mechanic wound up being too many rolls for too little benefit. So I've revamped it.
Now... whenever rolling a d20, you add your charisma bonus as a luck bonus or penalty to the roll whenever you roll a 10 on the die. As before, the dm can decide what d20 rolls to apply this to (all rolls, just saves, just attacks, any check, etc). This bonus or penalty is a luck bonus as for the purposes of stacking rules.
Why is this mechanic better than the last?
This requires less thought and less rolling. You just do what you always do, there's just one extra bonus or penalty to apply. You don't have to worry about knowing dcs or figuring out when to apply it.
Why a 10?
I figure for most rolls near 1's are going to miss, and near 20's are going to hit anyway. The rolls around 10 are the ones that can really change the result.
Are there any drawbacks?
While the mechanic will come up much more often than the last one, it won't always have a positive or negative effect. Also, it does scew probability curves. Now rolling a 10 can be better than rolling an 11,12,etc. which goes against the grain of standard rolling. Also, it disencourages high charisma players from taking 10 and encourages low charisma characters to do take 10. Although this fits the concept of low charisma being more cautious while higher charisma more brave and daring... some may not like this fact mechanically.
I've given it another look over... and while I think my premise was sound, the mechanic wound up being too many rolls for too little benefit. So I've revamped it.
Now... whenever rolling a d20, you add your charisma bonus as a luck bonus or penalty to the roll whenever you roll a 10 on the die. As before, the dm can decide what d20 rolls to apply this to (all rolls, just saves, just attacks, any check, etc). This bonus or penalty is a luck bonus as for the purposes of stacking rules.
Why is this mechanic better than the last?
This requires less thought and less rolling. You just do what you always do, there's just one extra bonus or penalty to apply. You don't have to worry about knowing dcs or figuring out when to apply it.
Why a 10?
I figure for most rolls near 1's are going to miss, and near 20's are going to hit anyway. The rolls around 10 are the ones that can really change the result.
Are there any drawbacks?
While the mechanic will come up much more often than the last one, it won't always have a positive or negative effect. Also, it does scew probability curves. Now rolling a 10 can be better than rolling an 11,12,etc. which goes against the grain of standard rolling. Also, it disencourages high charisma players from taking 10 and encourages low charisma characters to do take 10. Although this fits the concept of low charisma being more cautious while higher charisma more brave and daring... some may not like this fact mechanically.