Liquidlizard
First Post
I'm gathering opinions on ideas how to improve charisma stat in custom made RPG systems.
I'm toying around with creating new RPG systems (I'm one of those people who has to "do-it-yourself") and I've realized one thing. If I include Charisma as basic stat it will always end up becoming a dump stat. Just like this (I'm sure you must have experience something like this in your GMing career)
In a way it is understandable. If you make Charisma a stat that is linked with magic (I'm speaking here about generic fantasy setting), and it's a prerequisite for certain magic schools, then it will be popular, but then, to my mind it's no more charisma, but just some magic prerequisite stat that has its name.
I want it to be just like it is - not something that is connected with magic. Unfortunately it leaves charisma to be only a social skill, which is fine, if you're campaign has enough social encounters or depends on how you heroes deal with situations in which you can't just brawl. On the other hand we know that fantasy, adventure games, inevitably means danger and enemies and monsters, thus people often still favour the "more practical skills".
I was wondering how to give more weight to this stat, so that people do not automatically lower it in order to max other skills, but they have to think about it, even in not so social games.
I would like to hear your ideas. I have two of mine here as well:
1) Bard which is an overall great both combat and social booster and support character benefits from charisma. But only specialised bards will take it (unlike strength or agility, which is luring for everyone)
2) A friend of mine thought that charisma could determine the social rank of the character before the game. Meaning higher charisma gives a larger chance to be someone rich and important, which could translate is such simple bonuses as larger sum of the money at the beginning or maybe certain support money that the character receives every week. Thus being an adventurer with high charisma might be more inviting even for powerplayers.
These are just some ideas, I gladly would like to hear yours on this matter.
I'm toying around with creating new RPG systems (I'm one of those people who has to "do-it-yourself") and I've realized one thing. If I include Charisma as basic stat it will always end up becoming a dump stat. Just like this (I'm sure you must have experience something like this in your GMing career)
In a way it is understandable. If you make Charisma a stat that is linked with magic (I'm speaking here about generic fantasy setting), and it's a prerequisite for certain magic schools, then it will be popular, but then, to my mind it's no more charisma, but just some magic prerequisite stat that has its name.
I want it to be just like it is - not something that is connected with magic. Unfortunately it leaves charisma to be only a social skill, which is fine, if you're campaign has enough social encounters or depends on how you heroes deal with situations in which you can't just brawl. On the other hand we know that fantasy, adventure games, inevitably means danger and enemies and monsters, thus people often still favour the "more practical skills".
I was wondering how to give more weight to this stat, so that people do not automatically lower it in order to max other skills, but they have to think about it, even in not so social games.
I would like to hear your ideas. I have two of mine here as well:
1) Bard which is an overall great both combat and social booster and support character benefits from charisma. But only specialised bards will take it (unlike strength or agility, which is luring for everyone)
2) A friend of mine thought that charisma could determine the social rank of the character before the game. Meaning higher charisma gives a larger chance to be someone rich and important, which could translate is such simple bonuses as larger sum of the money at the beginning or maybe certain support money that the character receives every week. Thus being an adventurer with high charisma might be more inviting even for powerplayers.
These are just some ideas, I gladly would like to hear yours on this matter.
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