Charisma has ever been the red-haired stepchild of the 6 attributes of classic D&D. Part of the reason for this, I suspect, is that more than any other attribute, Charisma needs a fully fleshed game world full of realistic NPCs to really shine. In the LBBs, Charisma determined both the number of hirelings and their loyalty (p 11), while in the Rulescyclopedia it also affected NPC reaction (p 9), both mechanical facts that confirm this view. On the other hand, Strength, Constitution and Dexterity have always affected dealing, resisting, and avoiding damage respectively, universals in even the least-defined setting, while Intelligence is similarly useful in exploiting the exponential power of spells and using player logic. Wisdom, which was arguably as useless as Charisma in hack-n-slash sessions of early D&D, was later amped up as the key to accessing Cleric skills, with saving throw bonuses also adding to its value.
But in real life, Charisma is one of the
most important things you can have. Ask any politician or actor – it trumps
Strength or Dexterity, and arguably even Intelligence, in earning power any
day, and a charismatic VIP can hire any number of witless bruisers or brilliant
scholars to make up for his shortcomings in those areas.
I humbly propose, then, two added rules
that should ensure players feel lucky to have a charismatic PC.
First, the Charisma score itself could be
used to equal the maximum number of Allies a PC can have. Allies are NPCs that
are favourably inclined to the PC in question, who can call upon one Ally for
assistance once a session. Allies can also be used by the DM as recurring
characters and convenient mouthpieces. Players should define the role of each
Ally as they are made, which will determine how they can assist the PC. Example
roles can include Informant, Brother (or Sister) at Arms, Lover, Drinking
Buddy, Investor, Moneychanger, Fence (as in buyer of stolen goods), Wholesaler,
Healer, Priest, Fortuneteller, Trainer, Teacher, Gossip, etcetera. Conversely, Charisma can also be used as the number of Archenemies
a PC can make, as charismatic people also have a habit of causing jealousy or
disdain in others. The inclusion of Allies in a game gives a great sword &
sorcery literary feel, and adds depth and emotional investment to any setting
if kept up over time.
Characters can make a new Ally in three
ways. First, a maximum roll on the Reaction table should allow them the choice to
make the NPC an Ally if so desired. Next, they may choose to make one Ally
every time they level up. Last, good roleplaying should naturally present
situations where an Ally can be obtained. Conversely, Allies can be lost if
their trust is betrayed or they are misused or abused. Allies are not slaves, and
will abandon or even attack a PC if misused or abused, which could include a PC
stealing or not repaying an Ally money, putting an Ally in danger, or attacking
them. In extreme cases, they may become Archenemies bent on destroying the PC.
Second, if Charisma were used as a bonus to
natural Charm attacks, its perceived value would increase. If we use fairytale
logic, the Charismatic PC would be so charming that he outshines the attempt to
influence his emotions, and the DM might even allow him to charm the charmer in
case of a natural 1. A handsome knight PC charming a harpy or siren would add
great narrative drama to a game, and players would certainly welcome to turn
the tables on dreaded charm attacks.
Any thoughts? If you try these rules in
your game, please drop us a line and tell us how they went.