Mephisto wrote:Because this question happens extremely often I figured I'd throw in my fix.
Another Modification: Trust/Intimidate and Charm/Impress
I was never really impressed with the way that these two abilities were presented. Therefore I hereby present my alternative method to these social abilities. Any feedback is always appreciated. Note that M.A. and P.B. bonuses are cumulative depending on the particular situation. For the below situations only one stat is applicable for Saving Throw purposes (either M.A. or P.B.) not both. Although described as Charm Combat, the following encounters apply to all interpersonal communications that involve trust/intimidation or charm/impression. Defenders can apply M.E. bonuses to save vs. Charm Combat in any situation.
Stat 17 18 19 20 21 22 23 24 25 26 27 28 29 30
M.A. +1 +1 +2 +2 +3 +3 +4 +4 +5 +6 +7 +8 +9 +10
P.B. +1 +1 +2 +2 +3 +3 +4 +4 +5 +6 +7 +8 +9 +10
What about Stats above these? I was at a 'con where thes PB of one character started at 25, & because
his character (A she) was a Russian Beguiler witch he got to double it-50! I usually have my characters (even though I'm
very munchkin) stop at 40 (120% Charm/Impress) this system does do alot, but after 30, well....... I know mortal characters
shouldn't have such Stats, but sometimes they do.....
Charm Combat is when a character is trying to influence someone with words and seductive visuals. Common sense should be used as to when to initiate Charm Combat but it usually occurs with the victim feeling relaxed and a feeling of desire or trust towards the character initiating Charm Combat.
The victim of Charm Combat gets a Saving Throw vs. Charm to resist the initiator. This is the same as a combat ability in that it requires a roll for the Initiator and the Defender. The following modifiers should be applied depending on the situation. All are cumulative. Also note that Charm Combat need not be sexual. It is often a matter of trust and respect and can be a long-term endeavor. Each party, the Initiator and Defender rolls a 1D20 with possible bonuses above and below to determine the success. The larger the margin of victory for each, the more apparent that the attempted charm was unsuccessful or extremely successful.
Bonuses for Initiator
· Defender trusts Initiator: +3
· Initiator is acting alluring and desirable: +1
· Defender knows Initiator: +2
· Initiator has a means to blackmail the Defender: +2
· Initiator is a lover of the Defender: +2
· Physical contact is made: +1
· Defender is drunk/intoxicated: +1
· Defender is suffering mental/emotional stress: +1
· Defender finds Initiator sexually desirable: +2
Bonuses for Defender
· Defender doesn’t trust Initiator: +3
· Defender finds initiator unappealing: +2
· Defender doesn’t know Initiator: +1
∙ Initiator is drunk/intoxicated: +1
· Initiator is caught in lie: +2
· Defender is under control from an outside force: +3
· Defender finds Initiator sexually repulsive: +2
Note: A character with Seduction gets a +2 bonus at level 1, with a +1 bonus at levels 3, 7, 11, and 14 when either initiating or defending Charm Combat. The Wardrobe and Grooming skill provides a +1 bonus only on Initiating Charm Combat, and that's only if the skill roll was successfully made.