Paladins and Charisma
Permidion_Stark
Member Posts: 4,861
Why do Paladins need to have such high charisma? Is it because they don't have much money so need to get discounts when they go shopping?
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Nobody remembers a Paladin thats shy.
They are supposed to be champions, grand examples for others to follow, not just fighters.
The attribute requirement for paladins is disproportionate to its importance to the class in comparison to the primary attribute for other classes. Keep in mind that it is only in Baldur's Gate that you are given the required attribute automatically. In PnP AD&D, if you don't roll an 18 on an unmodified 3d6, you don't get to be a paladin.
A fighter who can neither trust his muscle (Str:9) nor his agility (Dex:3) has no place on the battlefield. If I was DM, I wouldn't allow a fighter with neither of those 2 at least at 17, unless the player had a really good roleplaying reason.
My opinion on wizards and intelligence isn't much different.
1. sell and purchase items through the party member with highest charisma;
2. some clocks rise charisma;
3. "friend" spell also rises charisma.
The problem may be that too many different aspects are compiled into charisma (beauty and force of personality). While both aspects may have similar affects on others the first is granted "genetically" and the latter is rather obtained by training and confidence.
Actually being a role model (like paladins should be) requires lots of non-combat training as well. Religion, history and lore to some extent, how to talk among nobles, poetry, laws, etc. Most players would focus on physical attributes for warrior types. To train these non-combat abilities a paladin would actually require some minimum intelligence score or get some free skill points which are then allocated to these non-combat proficiencies. Instead they introduced the charisma requirement which affects encounters with others. I can imagine that this will keep things easier for the DM. Otherwise you'd need to always consider which non-weapon proficiencies will help when and how. And what if your player forgot to train some non-weapon proficiency which actually should be within the paladin's knowledge (due to past training)?
The charisma restriction is one of the rather minor restrictions. There are several methods of how to roll characters (6 times 3d6, 6 times 4d6 keep highest, each stat has a minimum of 8 then roll 7d6 and distribute the rolls, point buy, etc.). You could also do it just like BG does it (minimum requirements are alyways met).
The real restrictions are:
1) the alignment (Lawful Good)
2) the tenets of the chivalric order
3) penalties for doing chaotic or evil acts
4) restrictions on how many magical items a paladin is allowed to possess
5) wealth restrictions including donating most of his/her income to charitable institutions
Also, in these games, Imoen, Coran, Eldoth, Haer'Dalis, and even Xan (for crying out loud lol) all have a Cha score of 16. Safana has 17. I don't know what to think about that. I also think that a level 10 fighter with 10 charisma is definitely better suited to be party leader than a level 1 paladin with 18 charisma, but also depending on the situation. For diplomatic matters, the paladin might be better. For leading a war party, I'd choose the experienced fighter.
Just some thoughts, although I have mixed feelings like you. Personally, I've always found the charisma stat a bit strange.
People thinking a character to be crippled without an attribute over 15 is the sort of thing that makes me loathe point buy systems.
Str. 13, dex 13, "above average" attributes and no training at all (level 1) translates to redshirt for me. Sure it's possible to survive, but that won't be on account of your abilities, it'll be because of dumb luck.
You would also have to explain why none of the training ever sticked to your body. "Above average" is pretty weak after all those work-outs. Are you possibly a little sickly? I'm currently having the vision of Steve Rogers, only without any super-soldier serum. To be honest, I'm not much of a fan of DnD in general. I like the Dark Eye better, which in my opinion gives you a much more realistic starting point (besides other, more realistic things).
The reason that 9 is the minimum primary attribute requirement for the fighter(as well as the mage, cleric and thief) is because 9 is the beginning of what is considered "average" in AD&D. It was determined by the development team that average would be the minimum a character would need to be competent in their trade, and so they set it as the minimum. And it works.
I stand by my stance that your insistence that a character needs to be near peak in a physical/mental attribute is absurd. I mean, play it the way you like, but number inflation is what screws up the game's balance, such as it is. In my experience, sticking to Method I (straight 3d6, take what you get) works best in the long run for 2nd edition.
The way attributes work in BG, I always simply considered Paladins to only have 5 stat categories. Every Paladin I ever rolled was dumb as a brick because it's their only dump stat, and I often had to settle for 16 strength, boosting it through the various means that come up in the franchise.
The problem is that charname doesn't have dialogue choices/limitations that reflect low charisma, wisdom and intelligence.
Charisma also reflects the favour the character has with the divine, if I'm not mistaken. Paladins are beloved champions of 'God's children', not just God-sanctioned murderers. The people love them, the Gods trust them, blah blah blah.
Realistically, the minimum stat requirements for any adventurer, in any stat, should be at least 6. It's hard to imagine a functioning individual with an Int/Wis/Cha of 6....and the wizard of Str/Dex/Con 6 would likely be unable to even lift his own magic wand or walk without tripping. But it's a game, so I just ignore this and move on.
High charisma as been said here already, is not just looking pretty and having a colgate smile, but also about leading. Paladins are strong leaders according to lore, the stat minimum of 17 in charisma is merely reflecting the lore and does make sense.
I do think 2nd ed. rules messed up with casters and low ability scores. I prefer the 3rd ed. way of dealing with casters and low prime ability scores. Example a wizard with 13 int would only be able to cast up to level 3 spells ever. Unless they managed to raise their stat.
I am not speaking about feeling insecure when leading a BG character with subpar attributes through the game.
I am speaking about realism.
Do you know how much the average medieval fighter trained so he would be able to move around properly in his armor and swing his sword in a meaningful way?
To go back to your example: There were different types of hired soldiers, and I imagine often it was just a poor brat forced into the uniform. But if the place was supposed to be actually defended (and not by use of hasty conscriptions), then there were professional soldiers standing guard. And in this case your fighter PC would of course not be different from him because of his rock hard abs, but that's only because the other guy has them too.
If 18 is the limit you can reach through a tremendous training regimen, then there is no excuse for stopping at 13 and praying to God that when you're heading into a direct contest with other fighters (and monsters) that you won't regret not having gone through that training regimen.
If 13 is the limit that you can reach through a tremendous training regimen because of bad genes or whatever, then you should think really carefully on your career choice.
(it is no coincidence that the sportmen at the olympic games all are at peak physical condition by the way - pure technique can only get you so far)