I don't like dump stats. While charisma is very useful to some characters (sorcs, bards, paladins), a lot of what charisma is based of "vague" interpretations that are up to dms, and often get ignored.
So I created this mechanic to give a strict rules based enhancement to charisma, that has a definate (but not overbearing) effect of the game.
Charisma is fortune:
As the paladin's bonus to saves represents, charisma is not just a personal power, it also can reflect a person's good or bad luck... or even the blessings of a higher deity. Charismatic characters are not just strong of personality, they were often chosen by fate. With this in mind we have the following mechanic.
For characters with 12+ cha, when they roll one less than the needed for an event, they get a cha check (DC 21). If they succeed, fortune has blessed them and they are awarded the extra point they needed.
For characters with 8- cha, when they rolled exactly what they needed for a check, they roll a cha check (DC 1). Failure means they have had some bad luck, and fail the check by 1.
If you notice based on the DCs, every +1 or -1 to cha gives you a 5% chance to either enhance or reduce your luck.
Now on what rolls this mechanic applies to do is up to the DM, which gives it great customability. You can use it from everything from attack rolls, to saves, skill checks, to the rolls needed to hit your crit threat. You could even use it for damage rolls, where one more point of damage either kills or knocks out the target, if you wanted to expand the realm that extensively.
It will usually come up a few times a game, but not so many it becomes roll heavy, and will have a definate effect on the game, perhaps enough to make even barbs and fighters consider putting some points over there.
So I created this mechanic to give a strict rules based enhancement to charisma, that has a definate (but not overbearing) effect of the game.
Charisma is fortune:
As the paladin's bonus to saves represents, charisma is not just a personal power, it also can reflect a person's good or bad luck... or even the blessings of a higher deity. Charismatic characters are not just strong of personality, they were often chosen by fate. With this in mind we have the following mechanic.
For characters with 12+ cha, when they roll one less than the needed for an event, they get a cha check (DC 21). If they succeed, fortune has blessed them and they are awarded the extra point they needed.
For characters with 8- cha, when they rolled exactly what they needed for a check, they roll a cha check (DC 1). Failure means they have had some bad luck, and fail the check by 1.
If you notice based on the DCs, every +1 or -1 to cha gives you a 5% chance to either enhance or reduce your luck.
Now on what rolls this mechanic applies to do is up to the DM, which gives it great customability. You can use it from everything from attack rolls, to saves, skill checks, to the rolls needed to hit your crit threat. You could even use it for damage rolls, where one more point of damage either kills or knocks out the target, if you wanted to expand the realm that extensively.
It will usually come up a few times a game, but not so many it becomes roll heavy, and will have a definate effect on the game, perhaps enough to make even barbs and fighters consider putting some points over there.