CHARISMA: Is it a dud score?

Hardly. I have played my fair share of War Mages (minis Hnadbook). I always make it and Con my primary ability scores, then make Int and Dex secondary, with Str & Wis picking up the rear. I also do the same when playing sorcerers (never PHB, always Monte's version).

Also, whenever I am playing any other type of character I always make it my other primary. I really enjoy playing 'people persons', that is being able to be be a great diplomatic thinker, Diplomacy is my favorite skill and I have often used it to talk my way out of hostile situations. For this reason, I have played plenty of rogues and paladins. I pride myself on being a humanitarian and always try to let that carry over into my characters, although I have played against my type as well. I tend to think that a battle that can won with words leaves more of an impression than one won with sword and pitchforks.
 

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The tricky thing with boosting charisma's value is that there are a lot of feats/classes that can really synergize with a high charisma score. Still, I think that having CHA go to will saves with WIS to initiative might be a simple fix.
 

I think that one major problem for Charisma is that unlike other stats a low charisma does not really impair your ability to be an "adventurer". For example, say the party with no caharisma doesn't have enough diplomacy skill to convince the king to give up his crown jewel (which is secretly the mcguffin of the adventure). Oh well, time for a little bit of breaking-and-entering, all part of a days work for brave adventurers!

Its just that part of the "adventurer mindsent" is being a self-sufficent, self-actualized individual. Adventurers don't need society unless they want to need society so they don't need Cha unless they want to need Cha.

You can't do that with the other stats.
 

In my "loved and cared for" campaigns, usually GT and d20M, I actually make Charisma very useful.

GT-core, you can use an AP to bypass DR based on Charisma, which is nice. I generally use that rule, but since I adopted D&D3.5 typed DR, it reduced the utility to needing a 12 Cha for DR X/Magic. I have IDEAS for it, never got around to it.

I also use GT's Horror rules, which hinge alot on Charisma to keep from going crazy. A good addition, and generally able to be throttled back enough that you can add "horrible things" to a game without making it "Call of Cthulhu".

AND I have a totally house-ruled: "Uh, crap." check. When somebody asks me if there's, say, a chain in the cab of a nearby truck? Charisma Check. Is the door locked? "Uh, crap." I call it my "Luck Roll".

It actually proved to be very popular with my players. VERY popular. If I didnt' know the answer or I thought something MIGHT be cool, I'd let them decide by setting a DC and having them roll a charisma check. So the Cha-heavy guys tended to be "Luckier" than others.

--fje
 


ForceUser said:
My point is, he probably wouldn't have. IME players ignore most skills in their non-optimized stats. I would argue that your player is the exception, not the rule.

ForceUser, my last PC in your game, Slick Freddie, had an 8 CHA and maxed Diplomacy, Sense Motive, and Bluff. I had him in mind when I responded to this thread ;-)

Ken
 

HeapThaumaturgist said:
AND I have a totally house-ruled: "Uh, crap." check. When somebody asks me if there's, say, a chain in the cab of a nearby truck? Charisma Check. Is the door locked? "Uh, crap." I call it my "Luck Roll".

--fje

I really like this idea. RuneQuest had a similar mechanic... a "luck roll' was POWx5 on d%.

It worked pretty well.

Ken
 

The Shaman said:
The initial poster specifically mentioned the practice of taking CHA as a dump stat. I don't know what the consensus opinion among d20 gamers is, but taking an average or better score in any ability doesn't qualify as a dump stat: the players are saying they may not emphasize CHA, but it's important enough mechanically and/or as a roleplaying marker to warrant an average score at minimum.

I think I just realized the paradigm problem we're having. You're approaching this thinking of point-builds; I'm approaching it from the stand-point of the standard method of rolling your attributes.

Also, "lowest to second lowest" is rather meaningless if a character has three 10s, for example.

Umm... No. It would still be one of the lowest stats. And given your point-buy paradigm, it's one of the stats that player felt they could dump in favor of pumping up the other three to various degrees.

In any case I'm not seeing CHA as what I consider a dump stat.

Your definition of "dump stat" is simply not the common definition of the term. You'll find yourself creating lots of confusion whenever you use it as a result.

Justin Alexander Bacon
http://www.thealexandrian.net
 

Particle_Man said:
I think they should have tied a 4th saving throw to it or something like that, to make it somewhat more valuable.
What sort of saving throw would it be? I can see Will saves using Cha, since Cha is 'force of personality' and it could make sense for that force to be a factor in resisting someone else influencing you. That wouldn't be a 4th save, though, and it would weaken Wis.
 

(Psi)SeveredHead said:
Topping it off is the broken Diplomacy skill, which obscures the worth of Charisma. I suggest using Rich Burlew's rules for it.

Burlew's rules are very nice. Thanks for the pointer.

I only have one problem with them: The wiser a character is, the less likely they are to accept a deal which is fantastic for them. Does that really make sense? If I offer you a castle for a piece of dirty string (and I'm not trying to trick you in any way), why would your insight into the situation prove a disadvantage to you?

This is a problem the core Diplomacy rules have, too. They assume that all social interactions involve one person trying to screw the other over. Obviously the castle scenario doesn't actually come up, but it's illustrative of the problem.

Coming Back Later: Okay, I've futzed with it a bit. Note particularly the fixed DC and the opponent's Sense Motive check to judge your intentions. I increased the range of the bonuses and penalties for relationships, partly to balance out the effects of the Sense Motive check, but more importantly to eliminate the scenario of your intimate love refusing to give you directions to the local tavern 25% of the time. It also makes sworn enemies a bit more intransigent, which I find desirable.

I'm not done with this. I want to add some guidelines for haggling; adapt Monte Cook's suggestions for convincing people of the truth of something; and then lay out some guidelines for opposed Diplomacy checks to handle detailed negotiations. But if I do all that, I'll probably start a thread in the House Rules forum.

Persuasion: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.
Check: The base DC for a negotiation check is 15, modified by your relationship with the character you’re trying to convince and the risk vs. reward factor of the deal being proposed.
Target’s Check: The character you’re trying to convince makes a Sense Motive check (DC 20). If the check succeeds, double the bonus or penalty provided by the risk vs. reward factor. A failure on this check has no effect. You can choose to oppose the target’s Sense Motive check with a Bluff check, in which case the bonus or penalty is only doubled if their check result both succeeds (against DC 20) and exceeds your Bluff check. (Obviously, you would only want to make a Bluff check if you’re proposing a bad deal.)

DC Relationship (Example)
-15 Intimate (someone who with whom you have an implicit trust; a lover or spouse)
-10 Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
-5 Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
-2 Acquaintance – Positive (someone you’ve met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
+0 Just met (no relationship whatsoever)
+2 Acquaintance – Negative (someone you’ve met several times with no particularly positive experiences; the town guard that has arrested you for drunkenness once or twice)
+5 Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
+10 Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you’re trying to thwart or a bounty hunter sworn to track you down)
+15 Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)

DC Risk vs. Reward Judgment (Example)
-10 Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn’t a secret.)
-5 Favorable (The reward is good and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
+0 Even (The reward and risk more or less even out; or the deal involves neither reward nor risk. Example: A request for directions to someplace that isn’t a secret.)
+5 Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding in return for a small amount of money.)
+10 Horrible (There is no conceivable way the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a bit of dirty string for a castle.)

Justin Alexander Bacon
http://www.thealexandrian.net
 
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