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21

TL;DR: Charisma is often connected to appearance, but has no inherent association with any physical qualities--and definitely does not imply comeliness. The repeated references to Charisma as a physical attractiveness score are incomplete shorthand, referencing the most common use of Charisma for player characters. Since you're focusing on 3.5-like systems, ...


12

No "Physical Score" is a term actually used by the rules. See the aging rules: With age, a character's physical ability scores decrease and his mental ability scores increase. Charisma is a mental score in this definition, as shown in the table where it goes up along with Intelligence and Wisdom. Now, it's clear from your quote that Charisma can ...


9

It sounds like you're looking for systems where Charisma (or the like) functions as a kind of social Armor Class, where if you are sufficiently charming or likeable NPCs don't have the "ability" to dislike you, regardless of your actions. Most systems that I've come across only deal with what the characters will do when you ask them, rather than how they ...


7

I handle this in a more diplomatic way than most of the answers here, I think. When I have a player who's got a character with high social stats, but is incapable of roleplaying them correctly, I sort of mentally translate what they're saying for them on behalf of their character. I assume that they mean what they're saying, but their character is far more ...


7

The best insight into an interesting philosophy of persuasion comes from Imre Lakatos' philosophy of science. In Science and Psuedoscience: First, I claim that the typical descriptive unit of great scientific achievements is not an isolated hypothesis but rather a research programme. [Science is not simply trial and error, a series of conjectures and ...


5

The approach I take to resolve attempts at persuasion (Con/Diplomacy) is to first determine if the scene is looking for a short-term effect, or a long-term effect. The second step is to determine if this is an attempt versus a passive target (not trying to persuade back, just resisting) or versus an active target (arguing a point with intent to convince the ...


4

The example is giving me problems because of my understanding of what charisma entails. A high charisma identifies that the character has the ability to use subtle force of personality to move an "opponent." That necessarily assumes that one has a strong foundational social intelligence. It is one's social intelligence that identifies where to leverage the ...


4

Create an additional investigative ability per influenceable entity? The size of a spend then equals the power of the influence (e.g. air force): pull service data of a BLUE BOOK operative that is unavailable through conventional channels black helicopter extraction, no questions asked commandeer a predator drone with a couple of hellfire missiles to ...


3

This is a stab in the gloom because I'm only slightly familiar with both games, but I'm familiar with other games that give this kind of "people you know" abstraction. Gumshoe gives a character's skill a number of points that can be spent for effect during scenes, if I recall correctly. Make another skill to represent this (perhaps "contacts" would be a ...


2

Rich Burlew's diplomacy system seems well-suited to this. It focuses on whether you can persuade people to make deals with you, not their general attitude toward you. Old system: Your bastard actions make someone hostile and your charisma check makes them indifferent again, neutralizing each other and leaving a brainwashed NPC ignoring open insults. New ...


2

When I run a game, I tend to allow players to catch themselves after a faux pas. The key phrase is faux pas, not "intentional and cogent attempt to cause social angst". I've got a three step process to determine this this: Player Ability- Does the player realize what he is doing is practically horrible, or does he not know? I use this when dealing with ...


2

This seems to be an old question, but it came to to the top of the list. I would say, yes charisma should play a role in deciding the reaction, but how to handle that and to what degree depends on a couple of factors. 1. Which system are we talking about? Some systems very explicitly deal with social skills and even "social combat" and others do not. I ...


2

As a DM, I might handle this as a sort of Common Sense type of thing. Where, as the player of the high Charisma character is doing the insulting, I'd say something along the lines of, "Before you get the words out you realize that calling one's mother an ogre is generally considered bad form. Would you like to rephrase that?" This way I give the player the ...


2

Insults and ridicule? No, not an automatic save. This is what conditional modifiers were built for. In my opinion, depending on the degree of dickishness, the Diplomacy roll to keep the crowd (or guards or even just the NPC himself) from getting outright hostile just got a -5 penalty. Being the most attractive or personable creature around doesn't give ...


2

What I would do in this situation (keep in mind I have only passing familiarity with Ubiquity, so I'm answering this in a generic task resolution system sense) is keep it based on pass fail, but look at components much more closely. You're not thinking about it in terms of general conflict resolution, where the focus is the end goal, but you're looking at it ...


2

I like the influence system in Conspiracy X and have adapted it in GUMSHOE by simply allowing investigative spends to call in favors when and where they seem appropriate. Player: Can I get a buddy to work on this encryption while we investigate the warehouse? GM: You have good Data Retrieval so it seems likely you'd know a guy... Player: Ok, I spend two ...


1

I'd use the credit rating skill as measure of pull. The cost would depend on the character's positions in the organisation. In a recent game of Trail of Cthulhu, the PCs had rather made a mess of infiltrating the German embassy and so a large amount of CR was spent to get the Secret Service to cover it up by killing a couple of patsies in a nearby park.



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