Cheiromancer
Adventurer
As Nifft said, tinkering with rules is fun, and stuff.
The proposal is basically to merge Intelligence and Charisma. I view it as Charisma absorbing the game mechanical functions of Intelligence, but logically it is possible to view it as Intelligence absorbing the game mechanical functions of Charisma. I wouldn't, and here's why:
Charisma, in its etymological sense of gifts, could be any sort of talent or blessing or sign of favor. Good looks, luck, a magnetic personality, book learning, magical ability, the works. Intelligence is more limited. What in real life we call intelligence could be regarded as one of the bounties we are beneficiaries of; part of our Charisma. But it is hard to think of magnetic personality or physical good looks as part of intelligence. Charisma is the broader term, and so intelligence can be part of it, but not vice versa.
Another reason is that in RPGs the players have to reason and plan for their characters. Reasoning and planning is the main part of what we call Intelligence, and it is something that characters can't exhibit; only the players can do it. Which leads to questions about how to roleplay a character who has a 26 intelligence, or inane player statements about "Oh, my character would have remembered to ask the Innkeeper about any unusual travellers" and the like. It is easier and more accurate to play the characters the way the players like, but refer to the character's "gifts" to see what they can do. This is reflected in a system with Charisma but not Intelligence.
As to the difficulty or ease of this, well, if you were to convert a monster or NPC to this system, it would probably be easier in most cases to simply drop the Charisma score, and rename Intelligence as Charisma. Adjust a few social skills and knowledge skills, and you are done.
For characters built on Charisma (e.g. paladins, sorcerers and bards) it would be easier to drop the Intelligence score, and buy a few more skill ranks. Remember to modify any knowledge and craft skills that may be present.
Really, I don't think it would be that difficult to work with, once you got used to it.
The proposal is basically to merge Intelligence and Charisma. I view it as Charisma absorbing the game mechanical functions of Intelligence, but logically it is possible to view it as Intelligence absorbing the game mechanical functions of Charisma. I wouldn't, and here's why:
Charisma, in its etymological sense of gifts, could be any sort of talent or blessing or sign of favor. Good looks, luck, a magnetic personality, book learning, magical ability, the works. Intelligence is more limited. What in real life we call intelligence could be regarded as one of the bounties we are beneficiaries of; part of our Charisma. But it is hard to think of magnetic personality or physical good looks as part of intelligence. Charisma is the broader term, and so intelligence can be part of it, but not vice versa.
Another reason is that in RPGs the players have to reason and plan for their characters. Reasoning and planning is the main part of what we call Intelligence, and it is something that characters can't exhibit; only the players can do it. Which leads to questions about how to roleplay a character who has a 26 intelligence, or inane player statements about "Oh, my character would have remembered to ask the Innkeeper about any unusual travellers" and the like. It is easier and more accurate to play the characters the way the players like, but refer to the character's "gifts" to see what they can do. This is reflected in a system with Charisma but not Intelligence.
As to the difficulty or ease of this, well, if you were to convert a monster or NPC to this system, it would probably be easier in most cases to simply drop the Charisma score, and rename Intelligence as Charisma. Adjust a few social skills and knowledge skills, and you are done.
For characters built on Charisma (e.g. paladins, sorcerers and bards) it would be easier to drop the Intelligence score, and buy a few more skill ranks. Remember to modify any knowledge and craft skills that may be present.
Really, I don't think it would be that difficult to work with, once you got used to it.