| Post/Author/DateTime | Post |
|---|---|
| Ellone02-18-05, 12:10 PM | I consider charisma to be the weakest ability in the game but for a few classes designed to use it (paladin, sorcerer, bard) and even then, use of charisma is more mechanic (spell dc and bonus, amount of healing and save bonus) than dynamic I would like to add some use to charisma, in other games, charisma is also considered as luck, impressive people are lucky what about something like that: You can call for luck to switch one of your ability bonus for charisma bonus for one roll => you can switch strength to charisma to damage with a lucky hit, dex to charisma for one reflex save by being on the right place to avoid, wis to charisma for a spot check by looking the right way... This use should for sure be limited, my idea is to have GM make a test for luck exhaustion after such a test. What i am not sure is should charisma modifier be applied to this test? |
| Xandore02-18-05, 02:57 PM | Back when I played 1st and 2nd edition I used Charisma for luck points. The range I used was the same as what bonuses are with 3.x edition. They would have up to one luck points per adventure plus their level. Expend a luck point to reroll any roll to hit or save and take the better result. Once expended they had to pay 50 gp (as a donation to their temple) per luck point they wanted restored by their god. Each time they leveled they would have all their luck points restored for free. |
| Nedlum02-20-05, 02:32 AM | A similar idea would be to have a daily luck stat, which would be a hidden, variable stat which would equal (d20/3d6/4d6-1d6) + Cha. This would determine, basically, how well your day is generally going ignoring normal dice things. The only problem is, it's virtually useless except for gambling. But it could be a useful way to improv PCs out of a tight situation. "Well, Hal, now you've done it. The guard went past your alley, but that dodge will only hold you for a second." "I cross my fingers and try to get through the door." "Hmmm. What was your luck today?" "14. +3 Cha, a 5, a 7, and a one." "So that's a +2 Mod..." *Roll 17, 19 total* "The door is unlocked, and opens into a tailors shop. You don't see anyone besides the dressmakers dummy." "Great! I take off the 'Death to King Whosenfranzle' T-Shirt. Do I see anything that looks like it would fit, preferably something black with the symbol of Chronopsis on the front in velvet?" *Roll 1* "You see nothing but cornflower dresses. You must be in a bridal shop." "Blast! Foiled again!" |
| Ellone02-21-05, 05:25 AM | Well, the problem i find with charisma is that you can't use it during fight, still using it as some kind of action point allowing the player to add some usefull element in a scene could be interesting |
| Korimyr the Rat02-21-05, 08:10 AM | Problem being that this would add quite a bit of power to classes that are Charisma-reliant for their normal function: Bard, Paladin, Sorceror, and even Rogue and Cleric to some degree. If you really want to use Charisma as luck, though, you could adopt the Action Points rules from Unearthed Arcana, but instead of handing out 5 + 1/2 character level action points every level, make it 1 + Cha mod + 1/2 character level action points (minimum one) every level. |
| MadBlue02-21-05, 10:48 AM | Problem being that this would add quite a bit of power to classes that are Charisma-reliant for their normal function: Bard, Paladin, Sorceror, and even Rogue and Cleric to some degree.Then again, characters that are reliant on other abilities get a lot for having a high score in the stat they're reliant on. A Wizard who starts the game with an 18 Intelligence, for example, will have 4 bonus languages and 92 bonus skill points by the time he reaches level 20, and a Fighter with an 18 Constitution will have 80 extra HP and a +4 Fortitude Save. And a bonus to Intelligence or Constitution is considered balanced with a penalty to Charisma. That said, I agree with your idea about using AP and having them based on Charisma as a way of using Luck in the game. MadBlue |
| Ellone02-21-05, 12:00 PM | then a level 20 character with 6 charisma and another with 20 would get 9 and 16 action point, a very poor bonus for the charisma heavy character especialy when temporary bonuses to charisma won't be taken into account. |
| dulldoll02-22-05, 04:33 AM | Another idea: once per day, you can modify one d20 roll with your Charisma bonus. Comparable to boost from action points, and taking account of temporary Charisma buff. |
| Gilean02-25-05, 02:26 PM | Problem being that this would add quite a bit of power to classes that are Charisma-reliant for their normal function: Bard, Paladin, Sorceror, and even Rogue and Cleric to some degree.Bards and sorcerer won't be actually broken by the increase in power, would they? If other characters do increase their charisma, let them have it. That way they don't feel so underpowered when increasing charisma. Paladins? This is a good reason for them always succeeding on their quests. Int is a traditional dump stat for them, and they need a way to survive. |
| Korimyr the Rat02-27-05, 03:01 AM | Bards and sorcerer won't be actually broken by the increase in power, would they? Probably not. Since action points are a finite resource that is reacuired very slowly, it'd be far less unbalancing than other ideas I've seen for boosting Charisma usage. Paladins? This is a good reason for them always succeeding on their quests. Int is a traditional dump stat for them, and they need a way to survive. Good point. Helps a lot with some peoples' view that 1st level Paladins don't make sense. |