Charisma in the D&D Game (article)

rounser said:
I know what I'm referring to - D&D without stats that map to character's mental ability. And again, I don't necessarily want it, but I can see the potential for it.


I see your point. However to divorce stats concerning the characters mental abilities is ludicrous in this system. You might as well divorce his physical prowess and abilities for combat from his stats as well.

And yes the Sorceror makes an excellent example by divorcing the INT stat from magic and applying instead to CHA. That is your 'dumb wizard - a savant who is skilled at his spellbooks, but unable to rationalise in real life situations'. Just add spellbooks...

You seem to have a difficulty coming to the understanding that balance must be had. And conectivity between abilities and roleplay; in this case INT, CHA, WIS to both in game abilities and how the character are played; must be maintianed.

You also miss the point of the stats. They don't controll the way you play the personality at all. Just what limits should be looked at. If you have a 6 INT then you shouldn't be drafting up engineering plans for a castle (atleast not with out years of training-and thusly a whole lota ranks). If you 'dump' CHA then you have chosen to play a socially inept character, the system did not chose for you..

Yes it is in some ways faulty, and at times seems arbitrary. Perhaps the creation of new stats governing magic use could be balanced into the game, however to simply remove INT, WIS, ancd CHA because you would rather 'roleplay' those aspects is simply not logical. It would mean that gamers who didn't have forceful personalties could never roleplay a character that should. It means people that aren't good at riddles or puzzle solving couldn't make characters that defeat such with ease. It still means that people who dump INT, WIS, and CHA but yet play as if their characters had great stats in those areas are cheating. They are cheating the players who build characters that suck in physical arenas, and will not be allowed to roleplay those stats differently. You reason that your abilities at social engineering or intellectual puzzles should matter more than your characters. And thus I say Ba-psssccchhht!
 

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evileeyore said:
You seem to have a difficulty coming to the understanding that balance must be had. And conectivity between abilities and roleplay; in this case INT, CHA, WIS to both in game abilities and how the character are played; must be maintianed.

1) Don't you think it could be possible to create 3 more stats that will still enforce game balance?

2) Why must "conectivity between abilities and roleplay ... be maintianed."? I think you point to it later when you say that:

It would mean that gamers who didn't have forceful personalties could never roleplay a character that should.

Which is a strong point. There are, however, other ways of dealing with roleplaying skills (like Bluff, Diplomacy, Sense Motive, etc.) without having Int, Wis, and Cha. (d6 Star Wars had two attributes that covered all these roleplaying skills: Perception and Knowledge. That seemed to work out just fine. Hmm... in fact, Perception and Knowledge might be two good alternate stats: Wizard casting could be tied to Knowledge. Perception would be important to Fighters, thus not a dump stat, because everyone is going to want Spot and Listen.)
 

And thus I say Ba-psssccchhht! Which is rather strange and perverse of me, actually. I wonder why I do it.
And I say goodnight, because I don't think I can be bothered rebutting the same points and repeating the same arguments for the fifth time, especially to someone who emotes raspberries. How very uncouth of you, sir! :D
 
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Why must connectivity between character abilities and roleplay be maintianed?

Good question. Suppose I create a character in a system which inherently attempts to balance itself. Say like D&D (which does an adequate job). Say I desire to make a Bard (or any other magic using class), and I want him/her to be intelligent, wise, and charismatic. Now this is how I intend to play said character. I aslo want him/her to be gracefull. What do I do? I asign higher stats in those areas. Do I later complian that because I set STR at 8 that I should be able to break down a door in game? No.

Another excample. I create a Barbarian, and I want to be extremely tough, strong, a little acrobatic, and a capable leader and skilled orator. Do I set my CHA at 6 to put extra points into STR, CON, and DEX? No. I place some amount of points into that attribute so it will represent to anyone giving the character a momentary glance the understanding that this barbarian is a leader. Or at the very least that he has a forceful personality.


Now onto the next bit of rant. As I siad stats do not set how you roleplay the character. Merely the limits. So if I make a character with a low STR I don't assume I can roleplay it as a buff, strong guy capable of breaking down doors. Would You? Why should CHA be any different. If you want to play a character that is a capable speaker that can sway peoples opinions in your characters favor, then the character need stats to represent that. I don't care how personable, charming, adorable, etc you are when my character is looking for a casual person to drink with. I'll look at your character. If you try to convince me to a course of action, your skills come into play. When your character tries to convince my character, your characters skills come into play.

I really don't know how better to explian it than that. I am sure only Mojo Jojo could run the point into the ground any more than I have. Please don't prove me wrong :)


Lost Soul:

You do make a good point about the skill ranks. But I see that as training, to the base stats natural ability. IMHO high skill ranks are merely ones way to overcome lack of natural talent (and in many cases surpase it). So if I desire a character who will start out as natural then I'ld want high stats, eh?

As a side note to rounser:

If you really want to play a stupid wizard (for arguements sake). Then just convince your DM to allow you to apply CHA or WIS to his magical abiliites instead of INT. Want the Sorceror class but want to be a bungling social nerd. USe INT or WIS instead.


Hmm, gives me an idea for a studious Cleric with a low WIS. Now I do not advocate combining Clerical casting stat with their turning stat. That would be munchkini. And I know, munchkin is my middle name.

And uncouth is one of my other middle names. Yup that would be:

EviluncouthratbastardmunchkinEeyore.

EvilE if your nasty ;)
 
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Charisma may be a dump stat... but...

I am one of those people who don't *care* that just about every fighter has a low charisma. I think very few people who do what fighters do would be more charismatic than they are strong, by their very nature. A few are, and I've seen fighters use high Charismas very effectively. The leadership feat makes high Charisma very useful for just about any character who wants to go that route.

Also, I don't exactly think it's a bad thing to have a place for players to put that bad stat that everyone seems to roll at least one of.

I play Charisma a little different than the rules. To sum it up in a word, Charisma maps to Presence. Whether it be admiration, desire, or fear, people with high Charisma get noticed. I punch it up to be a catch all for all the intangibles in a person's life - up to and including luck.
 

One clarification:

Someone up there said that they felt constricted because they wanted a good Strength, Dex, and Con, and didn't want to be FORCED to roleplay someone with a horrible Cha.

No problem. Dump Wisdom. Or Intelligence. Or both.

Or do it with bloody point buy and get 14's in everything except Int and Wis, in which, with 25 point buy, you can get an 8 and a 9, and with 27 point buy you can get a 9 and a 10. Check it out. Straight 14's.

14 is higher than average. It's a good solid score. A 14 means that you're definitely above the average.

The issue isn't that you can't be GOOD at multiple things. The issue is that you can't be THE BEST at multiple things. And to complain about that is silly.

I love single-class fighters. I can make a dozen different kinds. I can make a melee monster, strong enough to bend steel and take horrific punsihment. He's the epitome of Strength and Stamina, and he's gonna be stupid, because he's a specialized person. Or I can make a clever guy who disarms and trips and parries while still having a 14 or 15 Strength. Or I can make a guy with physical 14's and a nice high Charisma, a natural leader.

Charisma is an ability with consequences in the game. Given two fighters built with the same number of points, the one who dumped his Cha to get better physical stats will be a better physical warrior. He should not ALSO be just as charming and witty as the guy who chose not to do so. You're not complaining that you can't be a good warrior with a decent charisma. You're complaining that you can't be the world's mightiest warrior without sacrificing something.

Possible solutions for your actual problem include rolling repeatedly until you get better scores, begging your DM for more points to buy with, or cheating.
-Tacky
 

Now I understand where rounser is really coming from. I had assumed that he meant that it was legitimate to dump a 7 in Charisma then play a master speaker. In fact, he advocates dropping the mental stats altogether...and this is even more ludicrous.

Following a three-strikes-and-you're-out system, these are the main three strikes against his argument.

Player/Character Dichotomy

The first is an elementary concept taught to newbie roleplayers: the dichotomy between the player and the character. If we start at an extreme and work in. Let us assume there are three players, A, B and C; with three characters, X, Y and Z. Player A is a professional fencer. In the first combat, character X whips out his rapier and Player A shouts: 'I attack the villain with a prise de fer. If he moves to block, I'll change to a cutover, followed by a drop to the lowline combined with a fleche.' The DM looks at him, slightly bemused, and tells him to roll the attack dice. Character X, a low level wizard, is not only not proficient in the rapier, but has an awful attack. In a rage, Player A demands: 'I can do that out of character, why can't I do it in character?'
A little later, Character Y, playing an uneducated barbarian, comes across a complicated mathematical problem. Now Player B, a lecturer in Advanced Calculus and Number Theory, works out the answer in a few seconds and tells the DM the answer. The DM tells him to roll Knowledge: Mathematics (except he can't because you can't use it defaulted), so Character Y doesn't figure it out. Player B cries out: 'I can do that out of character, why can't I do it in character?'
Finally, the PCs get into town. Character Z, with a 4 in Charisma and a 3 in Intelligence, goes to the townsquare and begins to making a rousing speech filed with subtle nuances, amusing references and rhetorical devices. Player C is in the diplomatic service. The DM leans over and says to him: 'You can't do that- your Charisma is too low...' And guess what Player C cries out...
Yet according to the logic presented by rounser, all three are justified. His premise that 'if you can do it out of character, then your character can as well' should hold for all scenarios: be they roleplaying, skill checks or combat. Yet I would hope he would admit Player A is wrong, fairly sure than he would concede that Player B is wrong and despite this he implies Player C is correct, despite the fact that they are all making the same fundamental error. His logic breaks down very rapidly.

STRIKE ONE.

Implications to the Game

Now I'm a stickler for gameplay and game balance. rounser clearly isn't. His proposed 'solution', i.e. scrapping Int, Wis and Cha (and by extension the various social skills) is fine in theory. However, when applied to the actual game it makes a mockery of the classes which are set up to be strong in the roleplaying and interaction departments. The bard, already seen as a 'weak' class, has only one real card left: his social skills. Without these, the bard is simply a second-rate sorceror who can wave a martial weapon around (and light armour if he wants arcane failure %). This class would need a complete overhaul in the new proposed system. The bard isn't the only class. The rogue can also depend strongly on his social skills. Paladins, clerics and druids all have Diplomacy on their class list. Sorcerors and wizards, relying on Charisma and Intelligence, have the useless byproduct of being charismatic or intelligent. Rangers have Animal Empathy, a Charisma-based skill, and even Barbarians have Intimidate, another Charisma-based skill. If one is to remove Intelligence, Wisdom and Charisma, then one would have to tinker with any class which is either dependent on these or has any skill based on them in the class listing. That's...er...every class (even the fighter has good old Craft- Int based and Handle Animal- Cha based).
You couldn't even replace them with strange sub-stats such as Perception or Willpower, and Int, Wis and Charisma are very catch-all. Indeed, it would be necessary to almost create a new sub-stat for every skill if one is to fragment them, deluging the system in Scholarship, Insight, Willpower, Perception, Reason, Animal Affinity (Handle Animal generally isn't roleplayed), Practicality, Common Sense, Mechanical Aptitude, Creativity and Logic: among dozens other. For the problem is that Int is not just a roleplaying stat- it also has a significant mechanical impact, and if one is to begin to fragment bits off, then the proverbial can of worms is opened. Dozens of new sub-abilities, a complete reworking of the skill system and a reinvestigation of many feats (particularly Leadership.) Do we really want our beloved game to become drudging through sub-abilities with a definite but trivial game impact? I think not.

STRIKE TWO.

Player Choice

My final point is ironically the one rounser would pick me up on: player choice. rounser argues that by imposing roleplaying based on the abilities that the player has chosen, you are restricting player choice. Quite the contrary. Unless the DM hands out characters, then it is the player himself that chooses where he assigns stats or deploys his points. If the player wishes for a charismatic character, put a high score in charisma and play a bard. As is mentioned over and over, you can't expect to have an ultra combat-machine who is also an international statesman, a religious leader and a profound philosopher. No single character can 'have it all' (assuming 'normal' stat distribution) but the player can choose where to distribute his points or abilites. So no curtailment in player choice is experienced.
Indeed, the converse is true. By abandonning the abstract ability scores of the character, the player's choice is restricted to his own mental abilites of real-life . This means that less outgoing players cannot play charismatic charmers, less intelligent players cannot play geniuses and less wise players cannot play wise characters. This is a nonsense. Roleplaying is about escapism, breaking the mould and being someone different. I doubt there is a DM among us who would tell a slightly dim newbie that he can't play an intelligent character because he is too stupid. Yet the logical continuation of rounser's argument leads to this scenario. By imposing the matching between player mental ability and character mental ability, you limit player choice to playing characters of equal (or less) intelligence, wisdom or charisma to themselves. That is limiting player choice; merely telling them they can't throw a 4 in intelligence and play a supra-genius clearly is not.

STRIKE THREE.

rounser- You're out.
 

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