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Dealing with the low-Cha party
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<blockquote data-quote="Kealios" data-source="post: 1650723" data-attributes="member: 20461"><p>Honestly, I think Pbartender had the best solution, and I'll add some of my own opinion here:</p><p></p><p>The players want a hack-and-slash, and the DM wants the PC's to be a little better rounded than they are now, so...</p><p></p><p>The BBEG who works socially behind the scenes is an excellent way to get the players involved. While some may consider it malicious, you can kill two birds with one stone here: the DM gets his social fix and, to a lesser degree, some "revenge" on the players, and the players will get more opportunities to kill stuff (the BBEG will eventually rile someone up to the point of violence, and then its on...).</p><p></p><p>This way, the PC's can continue with their munchkinism, which the DM can accomodate with the encounters he builds and throws at the players, and the DM can work subtely to show the players that CHA is a valid and indeed valued stat in a roleplaying sense. You force your players to roll enough Diplomacy and Gather Information rolls, and they'll begin to visually see that a low CHA can hurt (even in combat! A wandering cleric who comes by after a fight might gladly heal a thankful, charasmatic group for a small donation, but a rude group sours his stomach as he hurries on...).</p><p></p><p>That's my two cents. Put enough well-rounded encounters in your game, combat- and role-playing oriented both, and the players will learn to better balance their characters (or not, and enjoy the chaotic aftermath of socially-inept personalities, which could be an exciting role-playing twist in and of itself).</p><p></p><p>My (not so) humble opinion,</p><p>Kealios</p><p></p><p>p.s. The players in my game are in a similar situation, although not because they min-maxed the cha score (there are a few 10-12's in the group, on average). They simply didnt focus on social skills, and are now realizing that they are truly hindered in some non-combat settings (finding vendors to buy from or sell to, how much they get as a result of those bargaining sessions, discovering information in any given town about whatever they wat to, etc...). Theyre feeling it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It makes for a good game, with the players being hyper-aware of their deficiencies.</p></blockquote><p></p>
[QUOTE="Kealios, post: 1650723, member: 20461"] Honestly, I think Pbartender had the best solution, and I'll add some of my own opinion here: The players want a hack-and-slash, and the DM wants the PC's to be a little better rounded than they are now, so... The BBEG who works socially behind the scenes is an excellent way to get the players involved. While some may consider it malicious, you can kill two birds with one stone here: the DM gets his social fix and, to a lesser degree, some "revenge" on the players, and the players will get more opportunities to kill stuff (the BBEG will eventually rile someone up to the point of violence, and then its on...). This way, the PC's can continue with their munchkinism, which the DM can accomodate with the encounters he builds and throws at the players, and the DM can work subtely to show the players that CHA is a valid and indeed valued stat in a roleplaying sense. You force your players to roll enough Diplomacy and Gather Information rolls, and they'll begin to visually see that a low CHA can hurt (even in combat! A wandering cleric who comes by after a fight might gladly heal a thankful, charasmatic group for a small donation, but a rude group sours his stomach as he hurries on...). That's my two cents. Put enough well-rounded encounters in your game, combat- and role-playing oriented both, and the players will learn to better balance their characters (or not, and enjoy the chaotic aftermath of socially-inept personalities, which could be an exciting role-playing twist in and of itself). My (not so) humble opinion, Kealios p.s. The players in my game are in a similar situation, although not because they min-maxed the cha score (there are a few 10-12's in the group, on average). They simply didnt focus on social skills, and are now realizing that they are truly hindered in some non-combat settings (finding vendors to buy from or sell to, how much they get as a result of those bargaining sessions, discovering information in any given town about whatever they wat to, etc...). Theyre feeling it :) It makes for a good game, with the players being hyper-aware of their deficiencies. [/QUOTE]
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