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Charisma... as a skill?
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<blockquote data-quote="A'koss" data-source="post: 1729160" data-attributes="member: 840"><p>Charisma has really just gone astray in D&D. In my case, since there is no Cleric, no turning undead and no Paladins IMC - Charisma has almost no value as a standalone stat. </p><p>I know the reasoning behind WotC's change for Charisma but I'm afraid I just can't stomach turning <em><strong>charisma</strong></em> into *Willpower*. It's much more palatable to say that Charisma is now a collection of skills and that way I'm not turning into something it's not...</p><p> </p><p>On the topic of willpower though we're trying out a new rule called <strong><em>Resolve</em></strong>. Resolve is like mental hit points, Will Save spells inflict Resolve damage now instead of the traditional "all or nothing" effects they usually have. When you run out of Resolve, whatever effect brought it down to 0 now takes effect. Pretty cool actually... A lot things affect Resolve now - fear and horror effects, spectacular magic (used against you), energy drain (rather than XP), casting high level spells, magic item creation (instead of XP), torture, intimidation, defeats in battle (though hard won victories can replenish them). But I digress...</p><p> </p><p>I agree that Dex does a lot but I'm improving other stats to compensate somewhat. Strength requirements for weapons is one. In a world where it's possible to achieve superhuman levels of strength, where are the weapons and armor that can be made for such characters? That's something I'm trying to address as well (particularly since it's a lower magic campaign...).</p><p> </p><p>Also we're experimenting with Strength and Dex splitting the melee "to hit" bonuses with the option for *intelligent* characters to sub out one of those scores with his Int bonus. This is my way of promoting intelligent fighters who can analyze an opponent's strategy and find weak points, hence the bonus.</p><p> </p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="A'koss, post: 1729160, member: 840"] Charisma has really just gone astray in D&D. In my case, since there is no Cleric, no turning undead and no Paladins IMC - Charisma has almost no value as a standalone stat. I know the reasoning behind WotC's change for Charisma but I'm afraid I just can't stomach turning [i][b]charisma[/b][/i] into *Willpower*. It's much more palatable to say that Charisma is now a collection of skills and that way I'm not turning into something it's not... On the topic of willpower though we're trying out a new rule called [b][i]Resolve[/i][/b]. Resolve is like mental hit points, Will Save spells inflict Resolve damage now instead of the traditional "all or nothing" effects they usually have. When you run out of Resolve, whatever effect brought it down to 0 now takes effect. Pretty cool actually... A lot things affect Resolve now - fear and horror effects, spectacular magic (used against you), energy drain (rather than XP), casting high level spells, magic item creation (instead of XP), torture, intimidation, defeats in battle (though hard won victories can replenish them). But I digress... I agree that Dex does a lot but I'm improving other stats to compensate somewhat. Strength requirements for weapons is one. In a world where it's possible to achieve superhuman levels of strength, where are the weapons and armor that can be made for such characters? That's something I'm trying to address as well (particularly since it's a lower magic campaign...). Also we're experimenting with Strength and Dex splitting the melee "to hit" bonuses with the option for *intelligent* characters to sub out one of those scores with his Int bonus. This is my way of promoting intelligent fighters who can analyze an opponent's strategy and find weak points, hence the bonus. Thoughts? [/QUOTE]
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