delericho
Legend
To a certain extent, this ties in to my thoughts on merits and (especially) flaws in games. I have no issue with merits in various guises being in games, but there tends to be an issue with flaws - people will take mild or easily-ignored flaws and use them as a trade-off for yet more advantages.
So it is with Charisma in a point-buy system (or even an "arrange to taste" system) - they assign a low stat to Charisma and then generally ignore this in favour of "winning".
IMO, a better approach would be to allow players to select flaws but not use these as a trade-off against various merits. Instead, when the flaw comes up in play and only if it impedes the character, the player is awarded some benefit - more XP, or an Action Point, or a reroll token to be used later, or something.
The major advantage of this is that it moves the motive for policing them on to the player's side - sure, they can ignore their flaws, but if they do then they don't gain the corresponding benefit. It also removes the use of flaws from the power-gamers arsenal, since they can't trade them off against fixed advantages and they only gain the benefit when they are actively hindered by the flaw. And, finally, it makes the flaws strictly optional, which is always nice.
(In 4e terms, I would probably handle this by using the point-buy system, but starting all stats at 10 rather than 8 (you can remove 2 of the starting points or not, as you wish). The player then has the option to reduce one or more stats to 8, but does not gain any extra points for doing so. In play, all the modifiers apply as normal, and with no adjustment. However, if the player takes steps to properly roleplay the weakness (by deliberately antagonising NPCs, or passing up on good ideas, or ignoring the solution to puzzles, or whatever), the player is given a token. This token can be traded in at any time for a +2 bonus on any single d20 roll, with only one token being allowed for any one roll. (Possible alternative benefits include: automatic removal of any one condition, or an extra immediate saving throw, or an Action Point. I'm sure there are others - simply set the power level to taste.))
So it is with Charisma in a point-buy system (or even an "arrange to taste" system) - they assign a low stat to Charisma and then generally ignore this in favour of "winning".
IMO, a better approach would be to allow players to select flaws but not use these as a trade-off against various merits. Instead, when the flaw comes up in play and only if it impedes the character, the player is awarded some benefit - more XP, or an Action Point, or a reroll token to be used later, or something.
The major advantage of this is that it moves the motive for policing them on to the player's side - sure, they can ignore their flaws, but if they do then they don't gain the corresponding benefit. It also removes the use of flaws from the power-gamers arsenal, since they can't trade them off against fixed advantages and they only gain the benefit when they are actively hindered by the flaw. And, finally, it makes the flaws strictly optional, which is always nice.

(In 4e terms, I would probably handle this by using the point-buy system, but starting all stats at 10 rather than 8 (you can remove 2 of the starting points or not, as you wish). The player then has the option to reduce one or more stats to 8, but does not gain any extra points for doing so. In play, all the modifiers apply as normal, and with no adjustment. However, if the player takes steps to properly roleplay the weakness (by deliberately antagonising NPCs, or passing up on good ideas, or ignoring the solution to puzzles, or whatever), the player is given a token. This token can be traded in at any time for a +2 bonus on any single d20 roll, with only one token being allowed for any one roll. (Possible alternative benefits include: automatic removal of any one condition, or an extra immediate saving throw, or an Action Point. I'm sure there are others - simply set the power level to taste.))