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“Charisma is a combination of appearance, personality, sex appeal and so forth. Its most important aspect is leadership. A character of charisma below 13 can not hire more than 5 followers, and their loyalty will be luke-warm at best ~ that is, if the fighting gets hot there is a good probability they will run away. On the other hand, someone with a charisma of 18 can win over a large number of followers (men or monsters) who will probably stand by him to the death. Also a female with high charisma will not be eaten by a dragon but kept captive. A charismatic male defeated by a witch will not be turned into a frog but kept enchanted as her lover, and so forth.”
“The Dungeon Master should make adjustments if the party spokesman has high charisma or offers special inducements.”It is up to the DM to determine what adjustments are appropriate.
INTRODUCTION- Page 5: Dungeons & Dragons by Gary Gygax and Dave Arneson, Edited by Eric Holmes
Dungeons & Dragons is a fantastic, exciting and imaginative game of role playing for adults 12 years and up. Each player creates a character or characters who may be dwarves, elves, halflings or human fighting men, magic-users, pious clerics or wily thieves. The characters are then plunged into an adventure in a series of dungeons, tunnels, secret rooms and caverns run by another player: the referee, often called the Dungeon Master. The dungeons are filled with fearsome monsters, fabulous treasure and frightful perils. As the players engage in game after game their characters grow in power and ability: the magic-users learn more magic spells, the thieves increase in cunning and ability, the fighting men, halflings, elves and dwarves, fight with more deadly accuracy and are harder to kill. Soon the adventurers are daring to go deeper and deeper into the dungeons on each game, battling more terrible monsters, and, of course, recovering bigger and more fabulous treasure! The game is limited only by the inventiveness and imagination of the players, and, if a group is playing together, the characters can move from dungeon to dungeon within the same magical universe if game referees are approximately the same in their handling of play.
Goals + Location + Obstacles = Adventure
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2 - Grievously insult the town council
3 - A slanderous aside about the mayor's wife is blamed on you
4 - Meet hostile guards
5 - Encounter the Master of the Household
6,7,8 - Audience refused today, you may try again.
9,10 - Audience permitted
11 - Meet daughter of the mayor
12 - Audience permitted