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Rethinking Charisma
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<blockquote data-quote="PvtTommyAtkins" data-source="post: 9544271" data-attributes="member: 7041394"><p>I am advocating for using more attributes for social interactions. </p><p></p><p>D&D has had the same six attributes from 1-5e Three related to physical, 2 to mental, and one social (sort of). Charisma started off as being really leadership- it affected your number of followers, and how well you could get them to follow orders. When I started playing in 2e it was generally explained as how good you looked (we were 12 forgive the shallowness). From 3rd on it was expanded to skills and even being a spell related attribute to get it a little more love an viability. </p><p></p><p>However it seems that it, while not "overpowered" is pretty shallow for defining an entire personality. I mean, the "I seduce the dragon" bard meme has been used how many times? However, it shines the light on the fact that social interaction is generally relegated to one roll for one attribute, while combat is divided amongst three attributes and several rolls. </p><p></p><p>Creating MORE attributes seems unnecessary and dorks up compatibility. </p><p></p><p>So my solution is to re assess what Charisma is used for in game. At its core, have Charisma be the character's ability as a leader. So it should affect things like morale and group initiative.</p><p></p><p>For the ol' I seduce the X social encounter- well, what does that person find attractive? Roll a d6 for a random attribute that defines what the "target" finds most important and have that attribute modify the roll. </p><p></p><p>For social skills, if you can explain another attribute, why not? Example interrogation/intimidation: strength (I break something in front of the target) or constitution (I'm large in stature) or even wisdom or intelligence (tricking the other person into slipping up and revealing information)</p><p></p><p>Dividing social stuff up makes each character more socially viable rather than everyone just looking at the sorcerer/warlock/bard to do all the social interaction. </p><p></p><p>As always, I'm interested to see the community's thoughts on how this can be expanded, or why this is a horrible idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="PvtTommyAtkins, post: 9544271, member: 7041394"] I am advocating for using more attributes for social interactions. D&D has had the same six attributes from 1-5e Three related to physical, 2 to mental, and one social (sort of). Charisma started off as being really leadership- it affected your number of followers, and how well you could get them to follow orders. When I started playing in 2e it was generally explained as how good you looked (we were 12 forgive the shallowness). From 3rd on it was expanded to skills and even being a spell related attribute to get it a little more love an viability. However it seems that it, while not "overpowered" is pretty shallow for defining an entire personality. I mean, the "I seduce the dragon" bard meme has been used how many times? However, it shines the light on the fact that social interaction is generally relegated to one roll for one attribute, while combat is divided amongst three attributes and several rolls. Creating MORE attributes seems unnecessary and dorks up compatibility. So my solution is to re assess what Charisma is used for in game. At its core, have Charisma be the character's ability as a leader. So it should affect things like morale and group initiative. For the ol' I seduce the X social encounter- well, what does that person find attractive? Roll a d6 for a random attribute that defines what the "target" finds most important and have that attribute modify the roll. For social skills, if you can explain another attribute, why not? Example interrogation/intimidation: strength (I break something in front of the target) or constitution (I'm large in stature) or even wisdom or intelligence (tricking the other person into slipping up and revealing information) Dividing social stuff up makes each character more socially viable rather than everyone just looking at the sorcerer/warlock/bard to do all the social interaction. As always, I'm interested to see the community's thoughts on how this can be expanded, or why this is a horrible idea ;) [/QUOTE]
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