Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Rethinking Charisma
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="payn" data-source="post: 9544286" data-attributes="member: 90374"><p>Charisma is for sure used by leaders, but its not only intended for leadership itself. Its force of personality! How effectual a character is on those around them. Your level of presence is determined by charisma. Which is why a character can be absolutely beautiful from a conventional standpoint, but go largely unnoticed as a wallflower becasue they do not accentuate their beauty. Or, how a fugly scarred pirate captain keeps his sailors in line through pure intimidation and a stout command. </p><p></p><p>Id have issues making the high cha character being the defacto leader. Morale seems more like a wisdom domain, and initiative would be better suited for intelligence for a group. Now, bolstering morale, or leading a group for initiative maybe. I dont like the idea of locking it down to a specific ability.</p><p></p><p>It seems, they wanted to open up all ability attributes in 5E. Though, the completely lackluster skill system leaves it too open to interpretation to the point the stats have no general meaning amongst players. For some thats a boon becasue they thrive in rulings over rules play, but other want more guidance. Which is why I wish there was a skill module to expand 5E more in this area.</p><p></p><p>I'd rather role play the situation than randomly roll a die to find out what a character thinks. Seducing something is contextual and shouldn't be something you can just declare and roll a D20 to make happen. YMMV.</p><p></p><p>Thats how its been intended to work for some time. Again, I think that there is no direct series of skills to highlight these actions, players are often at a loss of what is capable. Also, it really depends on GMs. Some may look at the skill chart and ask, "do you have X?" and thats the end of it. Others might say, "great roll a Str check for me..." So, I think how the game works is soemthing players and really GMs ought to negotiate at the beginning and during play.</p><p></p><p>I'd say adventure modules that illustrate how a GM can/should make all attributes more useful in social situations would be more helpful then adding rules. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9544286, member: 90374"] Charisma is for sure used by leaders, but its not only intended for leadership itself. Its force of personality! How effectual a character is on those around them. Your level of presence is determined by charisma. Which is why a character can be absolutely beautiful from a conventional standpoint, but go largely unnoticed as a wallflower becasue they do not accentuate their beauty. Or, how a fugly scarred pirate captain keeps his sailors in line through pure intimidation and a stout command. Id have issues making the high cha character being the defacto leader. Morale seems more like a wisdom domain, and initiative would be better suited for intelligence for a group. Now, bolstering morale, or leading a group for initiative maybe. I dont like the idea of locking it down to a specific ability. It seems, they wanted to open up all ability attributes in 5E. Though, the completely lackluster skill system leaves it too open to interpretation to the point the stats have no general meaning amongst players. For some thats a boon becasue they thrive in rulings over rules play, but other want more guidance. Which is why I wish there was a skill module to expand 5E more in this area. I'd rather role play the situation than randomly roll a die to find out what a character thinks. Seducing something is contextual and shouldn't be something you can just declare and roll a D20 to make happen. YMMV. Thats how its been intended to work for some time. Again, I think that there is no direct series of skills to highlight these actions, players are often at a loss of what is capable. Also, it really depends on GMs. Some may look at the skill chart and ask, "do you have X?" and thats the end of it. Others might say, "great roll a Str check for me..." So, I think how the game works is soemthing players and really GMs ought to negotiate at the beginning and during play. I'd say adventure modules that illustrate how a GM can/should make all attributes more useful in social situations would be more helpful then adding rules. YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rethinking Charisma
Top