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Charisma... as a skill?
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<blockquote data-quote="ARandomGod" data-source="post: 1726914" data-attributes="member: 17296"><p>A house rule about charisma. </p><p>You're right, Wizards has removed the stat from the definition. On the other hand, Charisma already IS a thing. They're transforming it. I meantion this because of what you're thinking about with wisdom. Charisma is willpower. Wisdom is simply perceptions. </p><p></p><p>MY (potential) houserule to this effect (Of making every stat useful):</p><p>** Cut and pasted from another post **</p><p></p><p>Constitution: leave that as a fort save modifier.</p><p>+++ Makes plenty of sense, and that is pretty much the function of con. +HP and +toughness in every form</p><p></p><p>Wisdom: Have this modifier applied to reflex saves.</p><p>+++ It can be justified by saying that the reflex is about how quickly your character is noticing things, since wisdom is about perceptions now, it can be a factor in reaction time. Especially in save situations, when dex *should* be flat-footed and therefore unresponsive.</p><p></p><p>Charisma: Have this stat's modifier apply to willpower saves</p><p>+++ Seriously. They've changed the flavor of charisma to the point that they should just change the name. It's now a reflection of the characters ... well, character. Strength of spirit. And it makes more sense to have strength of spirit affect willpower saves than perceptions. Sure, you can *percieve* that this is a spell trying to control your mind, but you need strength of spirit, willpower, to overcome it.</p><p></p><p>Further discourse:</p><p>I think that charisma should be a more important stat, and having a save attached to it would definitely help. But then, wisdom rather needs a save attached to it also. I mean, it's still good without it, wisdom based skills are very important... but still, I didn't want to take away the save modifier. </p><p></p><p>BUT... dexiterity! If there was ever a skill that didn't need a save on it, that's the one. I can take away the save bonus without really feeling like I'd be making the stat unimportant. I still think that as many people will take it as before with this system. But now there is *different* reason to take wisdom, and more reason to take charisma. Thereby making each stat a little less dumpworthy.</p><p></p><p>Of course, Rogues really like reflex saves... but that's their strong save anyhow, and they want spot and listen almost more than anyone else. So, while encouraging rogues to have greater wisdom might not be preoper typecasting, well, I've always wanted good wisdom, and wouldn't want it any more this way. </p><p></p><p>Yes, I think that evens out the stats nicely. (Yes, I am semi stream of concious writing, thinking this through here and potentially subjecting hapless readers to my thought processes). It should give every stat something that would be wanted by any character regardless of class or even skills wanted.</p><p></p><p>Str = Carrying, + To hit (melee), + damage.</p><p>Dex = AC, to hit (ranged). </p><p>Con = Fort save and hit points.</p><p>Int = Skill points. </p><p>Wisdom = Reflex save.</p><p>Cha = Will saves.</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1726914, member: 17296"] A house rule about charisma. You're right, Wizards has removed the stat from the definition. On the other hand, Charisma already IS a thing. They're transforming it. I meantion this because of what you're thinking about with wisdom. Charisma is willpower. Wisdom is simply perceptions. MY (potential) houserule to this effect (Of making every stat useful): ** Cut and pasted from another post ** Constitution: leave that as a fort save modifier. +++ Makes plenty of sense, and that is pretty much the function of con. +HP and +toughness in every form Wisdom: Have this modifier applied to reflex saves. +++ It can be justified by saying that the reflex is about how quickly your character is noticing things, since wisdom is about perceptions now, it can be a factor in reaction time. Especially in save situations, when dex *should* be flat-footed and therefore unresponsive. Charisma: Have this stat's modifier apply to willpower saves +++ Seriously. They've changed the flavor of charisma to the point that they should just change the name. It's now a reflection of the characters ... well, character. Strength of spirit. And it makes more sense to have strength of spirit affect willpower saves than perceptions. Sure, you can *percieve* that this is a spell trying to control your mind, but you need strength of spirit, willpower, to overcome it. Further discourse: I think that charisma should be a more important stat, and having a save attached to it would definitely help. But then, wisdom rather needs a save attached to it also. I mean, it's still good without it, wisdom based skills are very important... but still, I didn't want to take away the save modifier. BUT... dexiterity! If there was ever a skill that didn't need a save on it, that's the one. I can take away the save bonus without really feeling like I'd be making the stat unimportant. I still think that as many people will take it as before with this system. But now there is *different* reason to take wisdom, and more reason to take charisma. Thereby making each stat a little less dumpworthy. Of course, Rogues really like reflex saves... but that's their strong save anyhow, and they want spot and listen almost more than anyone else. So, while encouraging rogues to have greater wisdom might not be preoper typecasting, well, I've always wanted good wisdom, and wouldn't want it any more this way. Yes, I think that evens out the stats nicely. (Yes, I am semi stream of concious writing, thinking this through here and potentially subjecting hapless readers to my thought processes). It should give every stat something that would be wanted by any character regardless of class or even skills wanted. Str = Carrying, + To hit (melee), + damage. Dex = AC, to hit (ranged). Con = Fort save and hit points. Int = Skill points. Wisdom = Reflex save. Cha = Will saves. [/QUOTE]
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