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> High Charisma..., how useful???
DragonWolf
post Jan 29 2007, 02:08 AM
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How useful is a character with high Charisma? Is having a 10 Charisma with Influence group 4 useful or is it overkill?

I was also thinking about First Impression, Photographic Memory and a crack shot skill in Pistols (lvl 6) to go along with the Charisma.

So is this useful , overkill or just plain silly???


Thanks in advance.

Dan.
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BGMFH
post Jan 29 2007, 02:11 AM
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Depends on the type of game mostly. Thatd be a powerful face.
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cetiah
post Jan 29 2007, 02:13 AM
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I would suggest that its far more useful in Shadowrun than in other RPG games.
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IvanTank
post Jan 29 2007, 02:25 AM
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Charisma is pretty useful in Shadowrun, but nothing close to how useful social stats and skills are in Vampire.
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mfb
post Jan 29 2007, 02:34 AM
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it will be useful in most games. you probably won't get to smack someone with your full 14+ social dice very often, simply because most games don't focus on social stuff. but when you do get to roll, you'll be unstoppable.
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Thane36425
post Jan 29 2007, 03:00 AM
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That high Charisma would also be very useful if you were playing a Shaman or other tradition that used Charisma as the drain attribute. As you point out, it would also be useful in social situations.
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SL James
post Jan 29 2007, 03:19 AM
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How sad a game is that where Charisma is most useful, and often used, as a Drain attribute.
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sunnyside
post Jan 29 2007, 03:21 AM
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Really it comes down to your GM (and to a degree the other players as a personal playing a retarded troll will typically be retarded, with their troll and every game sesion will devolve until the GM kills them off enough).

Some GMs will let you do a huge amount with your social skill and it will be great fun so long as you don't hog the spotlight too long.

But some GMs just have the talking phase as a way for players to amuse themselves before the inevitable combat. Then not so much.

On the average sometimes the GM will let the skill have it's place and you'll occasionally save or make your group some extra money.

Regardless you can show some initiative and use that cha to get followers or good deals or something.

But do figure out what your GM is like. If you don't know back up your social skills with solid stealth and combat.
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Konsaki
post Jan 29 2007, 03:22 AM
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QUOTE
How sad a game is that where Charisma is most useful, and often used, as a Drain attribute.
D&D - Bard + Sorcerer
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Glyph
post Jan 29 2007, 03:24 AM
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How would you get a Charisma of 10? An elf with Exceptional Attribute can only get it up to 9 at character creation. Are you thinking of tailored pheromes? They are very useful, but they add to social skill dice pools, not to the Charisma Attribute.

A high Charisma and social skills are useful in getting information or favors from contacts, getting high-Availability gear, negotiating payment for a run, and any time that you try to fit in somewhere or talk your way out of a situation.
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Jaid
post Jan 29 2007, 03:50 AM
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if nothing else, i highly recommend Con. as a shadowrunner, it is nice to be able to negotiate, sometimes handy to be able to intimidate, and no one is quite sure what the actual effects of the leadership skill are AFAICT, but it is absolutely critical that you be able to lie effectively. because someone else can negotiate for you. people who are liable to be intimidated are not too hard to get positive modifiers on (like "i'll shoot you in the face if you don't.") and failing either of those types of checks, while bad, is nowhere near as bad as failing a con check will often be. because negotiate is used for situations where you are equals, intimidate is used when you have the stronger position... and con is used when you have the weaker position and really really don't want to get squashed like a bug when mr. AAA corpsec sends a HTR after you to recover that prototype. (con is also useful at other times, to boot ;) )
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MaxHunter
post Jan 30 2007, 02:41 PM
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10 Charisma seems (illegal) and a little overkill IMO, but that depends on your groups' gaming style.

Getting the Influence Group at 4 seems like a good move, Negotation, Etiquette and Con have enough in game uses to be really worthy and in my game Leadership can sometimes be used in combat to give a morale bonus to an action -Yep, I know where that came from, shame on me-

Don't forget that one of the most useful applications for high Cha and negotiation is GETTING MORE MONEY for the group. The other players will love ya.

Good luck, tell us later how it came out

Cheers,

Max


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MaxHunter
post Jan 30 2007, 02:43 PM
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Also, remember that Intimidation is NOT in the Influence group. (It isn't, right? I have not the books handy right now)

Max again

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Kyoto Kid
post Jan 30 2007, 03:59 PM
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QUOTE (Jaid)
if nothing else, i highly recommend Con. as a shadowrunner, it is nice to be able to negotiate, sometimes handy to be able to intimidate, and no one is quite sure what the actual effects of the leadership skill are AFAICT, but it is absolutely critical that you be able to lie effectively. because someone else can negotiate for you.

..Con with Specialisation in Fasttalk.
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Cheops
post Jan 30 2007, 05:35 PM
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Personally I think that Etiquette is more useful than Con for shadowrunners. Etiquette is that skill that helps you fit in with other groups and societies which is what a runner does.

It's going to be hard to fast talk that sarariman if you don't fit into Renraku's corporate culture.

Negotiation is also super cool and makes your contacts much better. I'd recommend dropping Charisma a bit to make more room for Contacts. The difference between 9 and 10 charisma is small but is possibly 10 or 25 more points of contacts which makes your 9 charisma more useful.

BTW, etiquette also makes it easier to fit in with your contacts' friends so you get synergy on the FoF interactions.
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Moon-Hawk
post Jan 30 2007, 05:54 PM
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QUOTE (sunnyside)
Really it comes down to your GM (and to a degree the other players as a personal playing a retarded troll will typically be retarded, with their troll and every game sesion will devolve until the GM kills them off enough).

Some GMs will let you do a huge amount with your social skill and it will be great fun so long as you don't hog the spotlight too long.

But some GMs just have the talking phase as a way for players to amuse themselves before the inevitable combat. Then not so much.

Edited for brevity and QFT.

Personally, I feel that the weakest link in any security system is the human element. Admittedly, in many situations talking can only get you so far, but any little bit that it can get you before the guns come out is a massive benefit.
If your GM is like me, you'll have a lot of fun with this character.

If the group as a whole isn't so much into talking and would rather commence with the dodging and catching of bullets, it's probably best not to fight them and just make a combat/stealth character. You can't generally ruin their gunfight by spontaneously bursting into negotiations. The converse, you will find, is woefully untrue. 8)
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djinni
post Jan 30 2007, 10:08 PM
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QUOTE (Moon-Hawk)
Personally, I feel that the weakest link in any security system is the human element. Admittedly, in many situations talking can only get you so far, but any little bit that it can get you before the guns come out is a massive benefit.

even if your talking never has anything come of it, a few extra non combat rounds for the hacker to do anything while the guards make a 3 second decision based upon you holding your hands in a non threatening way and are talking in a low innocent voice...
3 seconds makes a LOT of difference in who ambushes who...even if you both are looking right at each other.
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ShadowDragon
post Jan 31 2007, 01:50 AM
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Coupled with good roleplaying ability you'll make an unstoppable face. With that pistol skill and an IP booster you'll be good at combat as well.

Feel free to post your entire character for critique.
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toturi
post Jan 31 2007, 02:05 AM
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QUOTE (Moon-Hawk)
If the group as a whole isn't so much into talking and would rather commence with the dodging and catching of bullets, it's probably best not to fight them and just make a combat/stealth character. You can't generally ruin their gunfight by spontaneously bursting into negotiations. The converse, you will find, is woefully untrue. 8)

Bursting into song, on the other hand, can ruin a good battle. "Protoculture!"
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DragonWolf
post Jan 31 2007, 03:42 PM
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QUOTE (Glyph)
How would you get a Charisma of 10? An elf with Exceptional Attribute can only get it up to 9 at character creation. Are you thinking of tailored pheromes? They are very useful, but they add to social skill dice pools, not to the Charisma Attribute.

You're right. My mistake on stating 10 Cha. I was using SR4Chargen and it lists Cha at 10 with rating 3 pheromones and 7 Cha.
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DragonWolf
post Jan 31 2007, 03:43 PM
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QUOTE (ShadowDragon)
Feel free to post your entire character for critique.

I will when time permits.
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gobogen
post Jan 31 2007, 06:40 PM
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Could someone please explain to me how a Charisma of 10 is possible at char gen? Thanks.
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Konsaki
post Jan 31 2007, 07:47 PM
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Elf
Cha = 8/8 [No qualities]
Tailored Pharamones[1-3](Bioware) / Enhanced Charisma(Adept)[Up to magic] / Increased Charisma(Spell)[Force 10+ /w 2+ hits]
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Jaid
post Jan 31 2007, 08:19 PM
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tailored pheromones don't actually boost charisma.

there is no enhanced attribute adept power for mental attributes (only physical).

the magician spell wouldn't be at chargen, although it could potentially be a few seconds after chargen. however, getting a spell strong enough to affect your high cha to 10 requires a force 10 spell, which means you would presumably need a force 10 sustaining focus, or you would be taking a -2 penalty to all actions (including charisma based actions) while the spell is sustained.

you could also be an elf with exceptional charisma (making 9 a possibility) and then use novacoke for a temporary boost to charisma, if you don't want to either be awakened or require the assistance of an awakened person.
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Jack Kain
post Feb 1 2007, 05:09 AM
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QUOTE (Jaid)
tailored pheromones don't actually boost charisma.

Tailored pheromones add their rating as a dice pool modifier to Charisma and Social Skill Tests.
As long as you speak to them in person you can just concider your charisma higher.
So you might as well track it as Charisma 7(10) as long as your not using charisma for drain tests.
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