I am in the camp that charisma doesn't have the game mechanics support of the other stats. While charisma can be made useful, especially to certain classes, there isn't a lot of game reason to use it for the most part. So I would like any house rules people use for charisma.
Just as a side note, I think charisma is the biggest misnomer. It really isn't just persuasive or physical attractiveness, its everything from force of personality and confidence to luck (paladin). And with that, here are a few ideas I have.
1) +- 5% to the price of items sold per point of charisma.
2) Allow cha instead of wis to be used for saving throws against fear.
3) Charisma as fear. Give a DC or percentage chance of a creature running from your threatening prescence if its hit dice are X lower than yours. Ex. A 8th level fighter with +2 to charisma shouts threateningly at orcs that surrond him. There's a 10% chance per orc that they will run from fear of his power.
4) Charimsa as luck. Allow your cha mod to be added to any roll X number of times per day. (as the expression goes, fortune favors the bold). Or you could instead say add +2 morale bonus to any roll your cha mod number of times per day.
On the negative side, the dm can subtract 2 to any roll a number of times per day equal to your negative charisma mod.
Or another version of this. Whenever a player was within 2 of making a roll and failed, roll a cha check (DC X). Success means the player made the check, failure means he didn't.
Class specific charimsa changes:
1) Barbarians can rage for a number of rounds equal to 3+ con mod + half cha mod. (negative mods apply).
2) Druids, rangers: Gain extra hd of animal companions equal to their cha mod (or subtract, or half the mod, etc).
Feel free to add your ideas, and any house rules you've thought of (espeically if you've playtested them in your game).
Just as a side note, I think charisma is the biggest misnomer. It really isn't just persuasive or physical attractiveness, its everything from force of personality and confidence to luck (paladin). And with that, here are a few ideas I have.
1) +- 5% to the price of items sold per point of charisma.
2) Allow cha instead of wis to be used for saving throws against fear.
3) Charisma as fear. Give a DC or percentage chance of a creature running from your threatening prescence if its hit dice are X lower than yours. Ex. A 8th level fighter with +2 to charisma shouts threateningly at orcs that surrond him. There's a 10% chance per orc that they will run from fear of his power.
4) Charimsa as luck. Allow your cha mod to be added to any roll X number of times per day. (as the expression goes, fortune favors the bold). Or you could instead say add +2 morale bonus to any roll your cha mod number of times per day.
On the negative side, the dm can subtract 2 to any roll a number of times per day equal to your negative charisma mod.
Or another version of this. Whenever a player was within 2 of making a roll and failed, roll a cha check (DC X). Success means the player made the check, failure means he didn't.
Class specific charimsa changes:
1) Barbarians can rage for a number of rounds equal to 3+ con mod + half cha mod. (negative mods apply).
2) Druids, rangers: Gain extra hd of animal companions equal to their cha mod (or subtract, or half the mod, etc).
Feel free to add your ideas, and any house rules you've thought of (espeically if you've playtested them in your game).