Charisma is the measure of the character's
combined physical attractiveness, persuasiveness,
and personal magnetism.
A generally nonbeautiful
character can have a very high charisma
due to strong measures
of the other two aspects of charisma.
It is important to all characters, as it
has an effect on dealings with others,
principally NPCs,
mercenary hirelings,
prospective retainers, and monsters. It absolutely
dictates the total number of henchmen
a character is able to retain. It
affects loyalty of all hirelings &&
retainers. It is the key to leadership. The
following table expresses the facts regarding
charisma scores.
DMG:
Many persons have the sad
misconception that charisma is merely physical attractiveness.
This error is obvious to
any person who considers the subject with perceptiveness.
Charisma is a combination
of physical appearance,
persuasiveness,
and personal magnetism.
True charisma becomes evident
when one considers such historic examples of Julius Caesar, Napoleon Bonoparte,
and Adolf Hitler. Obviously, these individuals did not have an 18 score
on physical beauty,
so it is quite possible
to assume that scores over 18 are possible,
for any one of the named
historical personalities would have had a higher charisma score
-- there can be no question
that these individuals were 18's --
if they would have had great
attractiveness as well as commanding personal magnetism and superb persuasiveness.
<Comeliness, slightly revise Cha descrip>
Hi Elfdart,
To be in the Guard, a Frenchman had to be at least six feet tall, so there were surely some thousands of tall men in France in Napoleon's time.
No matter, as I agree that diet affects size and health. Interestingly enough, though, the current increase in average height seems to be an anomaly, for it is occuring where diet has not been significantly improved.
For 18 Constitution I think
of Mountain Men.
For 18 Strength I envisage
the participants in "The World's Strogest Men" contests
The latter are generally
above average height.
Cheers,
Gary
dcas wrote:
Col_Pladoh wrote:
For 18 Strength I envisage
the participants in "The World's Strogest Men" contests
The latter are generally above average height.
. . . and weight.
Indeed, increased weight
goes with the height and muscle mass muscle tht does not look like that
of a body builder
Cheers,
Gary
Yorlum wrote:
...
All of that is to say that
I don't think you can fairly compare any leader since 1815 to Napoleon
Bonaparte. He is like Caesar, a law and an example unto himself.
And in the final analysis
was a tyrant akin to Caesar. a great conqueror but a failure as a great
human being.
Cheerrs,
Gary
Quote:
Originally Posted by Agback
Did you know that Hitler
had a plan to restore the Duke of Windsor as king of England? There is
even reason to believe that the Duke was not entirely averse to the idea.
In 1940, as the French were collapsing, he refused to leave Paris. Churchill
sent an 'aide de camp' and a 'bodyguard' and orders that said in effect
"General the Duke of Windsor, you are an officer in the British Army, and
your post is as governor of Bermuda. Go there now with this escort, or
come to England under arrest and spend the war in Pontefract Castle (if
you know what I mean)".
I have read a bit about
that. There were a fair number of Nazi sympathizers amongst the British
nobility as well. Of course hitler was most charismatic...
cheers,
Gary
Quote:
Originally Posted by Gentlegamer
And clearly a prime example
of 18 Charisma, in AD&D terms!
<maybe not: read carefully>
In reading about Hitler
it is evident that he could influence almost anyone that spoke with him,
even if that individual was quite opposed to the ideas being proposed by
Hitler.
He was also a master showman
and manipulator.
Cheers,
Gary
<organize these>
Ability Score | General Information | Maximum No. of Henchmen | Loyalty Base | Reaction Adjustment | Awe Power / Horror |
-7 | - | - | - | -70% | Up to 12 HD/levels |
-6 | - | - | - | -65% | Up to 10 HD/levels |
-5 | - | - | - | -60% | Up to 8 HD/levels |
-4 | - | - | - | -55% | Up to 6 HD/levels |
-3 | - | - | - | -50% | Up to 4 HD/levels |
-2 | - | - | - | -45% | Up to 2 HD/levels |
-1 | - | - | - | -40% | Up to 1 HD/levels |
0 | - | 1 | - | -35% (Dragon 107) | - |
1 | - | 1 | -35% (Dragon 107) | -30% (Dragon 107) | - |
2 | - | 1 | -30% (Dragon 107) | -30% (Dragon 107) | - |
3 | - | 1 | -30% | -25% | - |
4 | - | 1 | -25% | -20% | - |
5 | Here or lower the character can only be an assassin | 2 | -20% | -15% | - |
6 | - | 2 | -15% | -10% | - |
7 | - | 3 | -10% | -05% | - |
8 | Minimum charisma for an elf character | 3 | -05% | normal | - |
9 | - | 4 | normal | normal | - |
10 | - | 4 | normal | normal | - |
11 | - | 4 | normal | normal | - |
12 | Maximum charisma for a half-orc character** | 5 | normal | normal | - |
13 | - | 5 | normal | +05% | - |
14 | - | 6 | +05% | +10% | - |
15 | Minimum charisma for a druid character | 7 | +15% | +15% | - |
16 | Maximum charisma for a dwarf character*** | 8 | +20% | +25% | - |
17 | Minimum charisma for a paladin character | 10 | +30% | +30% | - |
18 | - | 15 | +40% | +35% | - |
19 | - | 20 | +50% | +40% | Up to 1 HD/level |
20 | - | 25 | +60% | +45% | Up to 2 HD/level |
21 | - | 30 | +70% | +50% | Up to 4 HD/level |
22 | - | 35 | +80% | +55% | Up to 6 HD/level |
23 | - | 40 | +90% | +60% | Up to 8 HD/level |
24 | - | 45 | +100% | +65% | Up to 10 HD/level |
25 | - | 50 | +100% | +70% | Up to 12 HD/level |
** Charisma maximum applies only with respect to non-orcs and non-half-orcs (see CHARACTER RACES, Half-Orcs).
*** Charisma maximum applies only with respect to non-dwarves (see CHARACTER RACES, Dwarves).
Notes Regarding Charisma Table:
Maximum Number of Henchmen
states the number of non-player
characters who will serve as permanent
retainers of the player character.
It does not affect the number of mercenary
soldiers, men-at-arms,
servitors, and similar persons in the
pay of the character.
Loyalty
Base simply shows the subtraction
from or addition to the
henchmen's and other servitors' loyalty
(q.v.) scores.
Reaction Adjustment indicates the
penalty or bonus due to the character
because of charisma in meeting and dealing
with persons and creatures
encountered. For example, the character
might encounter a basically
neutral intelligent creature and seek
to converse in order to gain some
advantage. If the charisma of the character
is low, he or she will be
working under a handicap which will have
to be overcome by generous
offers and gifts if a chance of success
is hoped for. On the other hand, if
the character's charisma score is high,
he or she will begin negotiations
from a strong starting position due to
charm and magnetism.
Awe Power is defined
as the reverential fear or dread or overpowering desire to
worship caused by the mere sight and presence
of the divinity.
This works through any control
up to and including a magic jar spell.
Stunned creatures cannot initiate any
action other than physical defense if attacked
while under the influence of the awe
power.
Note that the awe power applies
only to divine beings (gods and demigods).
-
Horror
The horror which their appearance
and presence inspires
causes creature in the hit dice or level
range noted below to be stunned
with fear and detestation until the being
is no longer in sight.
As with awe power, even if a person
were to be given negative
charisma through some terrible curse or
change, he or she would
acquire the horror ability.
Balder
(god of charisma)
Sune (goddess
of charisma)
DMPrata wrote:
Sorry -- I remembered one
other question after I posted.
Did you intend a PC's maximum
number of henchmen (based on Charisma) to be a lifetime limit, or simply
the most he could have in service at any one time?
Right.
The rule is meant to a-ply
to the maxmum number of henchmen a PC is able to command at any given time,
not a lifetime number.
One or more might be dismissed
or be lost, and such vacancies can be filled with new retainers.
Cheers,
Gary
Quote:
Originally Posted by Noskov
First, I must say that I am truly honored.
This brings a question to mind that I've been dealing with lately.
What was the original intention
of Charisma and how was it meant to be implemented in a campaign? [snip]
Thanks
Salut Noskov,
My pleasure to be of service
As stated in the rules, Charisma
is meant to affect the reactions of characters--whether newly met NPCs
or familiar ones such as associates and followers.
Charisma score dictated
the number of loyal followers a PC might have, henchmen if you will.
When adventuring with only
one or two players' characters, having a body of loyal henchmen along meant
a lot in regards successfully surviving difficult encounters.
In roleplaying, the Chrisma
score of the PC should affect reactions of those to whom he speaks, is
dealing with.
Force of personality can
be a very potent tool in gaining what one desires, lack of it causing adverse
reactions.
PCs with low Charisma will
be typically be treated derisively and shabbily by NPCs encountered.
In real life think of the
popular and charming individual, someone who is the life of the party,
a smooth talker, able to sell ice to Esquimos, both a man's man and a lady's
man.
Contrast that model to the
loser who is laughed at, shunned, held in contempt, disliked...one with
low Charisma, in fact.
I think that should cover it
Cheers,
Gary
Quote:
Originally Posted by Bullgrit
Especially with Charisma
being almost universally regarded as a "dump stat" through all editions,
did it have more relevance in your games (and how you envisioned everyone
else's games)? Did your games stick to (or even use) the reaction adjustment
and henchmen limitations given in the book rules? Or did you give Charisma
more (unwritten) weight in character interaction?
We did indeed use the reaction
adjustment for charisma as stated. That was used considerably when a PC
was meeting and seeking negotiation with an NPC. No added rules were needed,
only the DM's determination of what the PC's charisma would come into play.
Persuation is pretty well a self-evident factor in interpersonal dealings.