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Playing it up - bad idea?
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<blockquote data-quote="Particle_Man" data-source="post: 1773187" data-attributes="member: 892"><p>Charisma, in the game, (aside from sorceror spells) affects how one influences others. It means that you are better at the "nice" manipulations, (like Diplomacy, Animal Handling, Gather Information, and Perform), at the "lying" manipulations, (like Bluff, Disguise, and Use Magic Device), and the "mean" manipulations, (like Intimidate, and I suppose Turning Undead checks, now that I think about it)). A character with 22 Charisma should be able to use all of those three methods, and be damned good at them.</p><p></p><p>Now, people who are attractive (by the standards of the society) often have an "aura" effect of being believed more. I think there was a statistical study done once showing juries giving less convictions, and judges lighter sentences, to attactive (according to standards of that society) than unattractive (according to standards of that society) defendants. So if your character is attractive, then that "aura" effect should contibute too all three avenues of influencing people (but here you need the DM to have NPC's play this up, and it would be nice if PC's played this up, but since PC's are player controlled, they are effectively immune to many "social skill checks" and thus don't have to - this is part of what is causing problems in game, I imagine).</p><p></p><p>So your character can be Nice when she wants to be, a Liar when she wants to be, or Mean when she wants to be. Whatever it takes to manipulate others' reactions to get her way. You would likely instinctively know which to use, and when. Since PC's are not going to play ball on you being Mean, try being Nice or Lying to them. Be Mean to those NPC's that are best affected by you being Mean, Nice to those best affected by you being Nice, and, frankly, Lie to those best affected by Lies. Since Bluff is a class skill for Sorcerors, if you are playing a Sorceror, maybe you should switch from the Mean route to the Lying route, since you can back that up with class skill ranks, as well as natural ability.</p><p></p><p>Now "being a B*tch" wouldn't quite fit the high chr mold. That particular description is given to beings of low charisma, trying to get their way and failing. One can be Mean without being "B*tchy". Dr. Doom is MEAN (and charismatic, albeit he considers himself so ugly that he covers his face in a metal mask), but few in the Marvel Universe would consider him to be "B*tchy". A drill Sargeant can be MEAN without being B*tchy. </p><p></p><p>So I think that the other players were wrong to characterize her as this and you should not think of your own character in this way. Don't play the character as B*tchy. Play her as Commanding! (But if you do it right, with inspiring speeches, etc., you can pull this off using Diplomacy or Bluff too). </p><p></p><p>I think that you are right to talk with the DM about this, but ask him what he thinks a 22 chr character should act like (but point out that the intimidate score is in fact controlled by Chr). Once you have the DM on board, then the two of you can talk to the players and work out new ground rules (how they will react to you, what would be "over the top", etc.).</p><p></p><p>Another thing you can do with get the Leadership feat and use those followers as groupies to cheer you on, whatever you say. <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=":)" /></p><p></p><p>High Chr. characters are a headache because, frankly, few players have the charisma to pull it off. You need to have the Dm (and ideally the other players) play ball a bit. The most extreme version of this that I heard of was a Gurps supers game where one guy, instead of super powers, just bought tons and tons and tons of charisma and called himself "Mr. Wonderful". The other players played along. Whatever Mr. Wonderful said, the others would chorus "That's SO TRUE!" <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=":)" /></p><p></p><p>Another thing to ask is how you have allocated skill points to the Chr skills, if at all. That can influence how effective you character is along the 3 routes I have outlined. If your character is going the "Mean" route predominantly, you should put ranks in Intimidate. But with that high a chr, you can also lie fairly well and can be nice when you have to. A quick NPC check is to look at what you can do with a "take 10" in those skills, even if you have 0 ranks in them. That gives you a baseline on affecting NPC's and may give some pointers to the other PC's assuming they will play ball.</p><p></p><p>And of course, this is all IMHO, and YMMV. <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=":)" /></p><p></p><p>Go get em, tiger!</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1773187, member: 892"] Charisma, in the game, (aside from sorceror spells) affects how one influences others. It means that you are better at the "nice" manipulations, (like Diplomacy, Animal Handling, Gather Information, and Perform), at the "lying" manipulations, (like Bluff, Disguise, and Use Magic Device), and the "mean" manipulations, (like Intimidate, and I suppose Turning Undead checks, now that I think about it)). A character with 22 Charisma should be able to use all of those three methods, and be damned good at them. Now, people who are attractive (by the standards of the society) often have an "aura" effect of being believed more. I think there was a statistical study done once showing juries giving less convictions, and judges lighter sentences, to attactive (according to standards of that society) than unattractive (according to standards of that society) defendants. So if your character is attractive, then that "aura" effect should contibute too all three avenues of influencing people (but here you need the DM to have NPC's play this up, and it would be nice if PC's played this up, but since PC's are player controlled, they are effectively immune to many "social skill checks" and thus don't have to - this is part of what is causing problems in game, I imagine). So your character can be Nice when she wants to be, a Liar when she wants to be, or Mean when she wants to be. Whatever it takes to manipulate others' reactions to get her way. You would likely instinctively know which to use, and when. Since PC's are not going to play ball on you being Mean, try being Nice or Lying to them. Be Mean to those NPC's that are best affected by you being Mean, Nice to those best affected by you being Nice, and, frankly, Lie to those best affected by Lies. Since Bluff is a class skill for Sorcerors, if you are playing a Sorceror, maybe you should switch from the Mean route to the Lying route, since you can back that up with class skill ranks, as well as natural ability. Now "being a B*tch" wouldn't quite fit the high chr mold. That particular description is given to beings of low charisma, trying to get their way and failing. One can be Mean without being "B*tchy". Dr. Doom is MEAN (and charismatic, albeit he considers himself so ugly that he covers his face in a metal mask), but few in the Marvel Universe would consider him to be "B*tchy". A drill Sargeant can be MEAN without being B*tchy. So I think that the other players were wrong to characterize her as this and you should not think of your own character in this way. Don't play the character as B*tchy. Play her as Commanding! (But if you do it right, with inspiring speeches, etc., you can pull this off using Diplomacy or Bluff too). I think that you are right to talk with the DM about this, but ask him what he thinks a 22 chr character should act like (but point out that the intimidate score is in fact controlled by Chr). Once you have the DM on board, then the two of you can talk to the players and work out new ground rules (how they will react to you, what would be "over the top", etc.). Another thing you can do with get the Leadership feat and use those followers as groupies to cheer you on, whatever you say. :) High Chr. characters are a headache because, frankly, few players have the charisma to pull it off. You need to have the Dm (and ideally the other players) play ball a bit. The most extreme version of this that I heard of was a Gurps supers game where one guy, instead of super powers, just bought tons and tons and tons of charisma and called himself "Mr. Wonderful". The other players played along. Whatever Mr. Wonderful said, the others would chorus "That's SO TRUE!" :) Another thing to ask is how you have allocated skill points to the Chr skills, if at all. That can influence how effective you character is along the 3 routes I have outlined. If your character is going the "Mean" route predominantly, you should put ranks in Intimidate. But with that high a chr, you can also lie fairly well and can be nice when you have to. A quick NPC check is to look at what you can do with a "take 10" in those skills, even if you have 0 ranks in them. That gives you a baseline on affecting NPC's and may give some pointers to the other PC's assuming they will play ball. And of course, this is all IMHO, and YMMV. :) Go get em, tiger! [/QUOTE]
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