ExploderWizard
Hero
There are a variety of factors that have developed over the course of editions to reduce the importance of Charisma.
Originally, stats were generated randomly, so there were no actual 'dump stats'. The CHA score directly affected reaction rolls. Poor reactions had a greater chance of leading to combats that were not desired. The game could be "won" via treasure accumulation by any means. Combat was the most dangerous and potentially career ending of these options.
Followers and retainers/henchmen were quite important. The CHA score was used to determine how many of these important companions you could have, and how loyal they would remain in times of great danger.
Fast forward to the current state of the game and we have encounter based XP (the bulk of which comes from combat encounters), the role of henchmen and followers greatly reduced or eliminated, and reaction determination reduced in importance in many instances because the objective is to fight anyway. The rules in general lean toward more frequent combat with ever decreasing consequences for employing that as the primary option sunup to sundown.
The game as it stands with the current rules reduces the need for Charisma except for a handful of potential encounters that require social interaction, and even many of these can be battered down with a combat option if things don't work out. There are also very few instances that require a charisma saving throw.
When the game is crafted in such a way that the PCs don't actually NEED to get along well with anyone but fellow PCs to be successful and survive than any resources towards that end are little more than optional window dressing.
Originally, stats were generated randomly, so there were no actual 'dump stats'. The CHA score directly affected reaction rolls. Poor reactions had a greater chance of leading to combats that were not desired. The game could be "won" via treasure accumulation by any means. Combat was the most dangerous and potentially career ending of these options.
Followers and retainers/henchmen were quite important. The CHA score was used to determine how many of these important companions you could have, and how loyal they would remain in times of great danger.
Fast forward to the current state of the game and we have encounter based XP (the bulk of which comes from combat encounters), the role of henchmen and followers greatly reduced or eliminated, and reaction determination reduced in importance in many instances because the objective is to fight anyway. The rules in general lean toward more frequent combat with ever decreasing consequences for employing that as the primary option sunup to sundown.
The game as it stands with the current rules reduces the need for Charisma except for a handful of potential encounters that require social interaction, and even many of these can be battered down with a combat option if things don't work out. There are also very few instances that require a charisma saving throw.
When the game is crafted in such a way that the PCs don't actually NEED to get along well with anyone but fellow PCs to be successful and survive than any resources towards that end are little more than optional window dressing.