
"bunny who is a sleepy touchstarved sapphic transcgirl on the internet who refuses to spell "bunny" correctly"
28 || Poly/Pan || ABDL 18+ || Pro GM
Please talk to me about TTRPGs
I knew from my experience playing BG2 that you want your character to have a decent charisma score. But I can't imagine how weird this game must be if you decide to dump CHA, considering how many paths in the story are locked behind persuasion, deception, and intimidation checks.
And the alternative of having one of your party members being the face means that (by default) Wyll is the only one worth a dang at that job. So that has to be weird making your (main) character and then taking a back-seat to Wyll. Plus the character switching is weird and I bet there are many moments that default to the MC where you don't have the option of having Wyll initiate dialogue.
Basically, I totally agree with you. They should let you use the party's highest score for dialogue rolls.
I always make my main character a face because law of CRPG design has always informed me that if the best story beats are always behind dialogue, so it's not an issue to me, the warradin from hell. I just wish CRPG designers, like, paired their brains together to make the perfect videogame instead of bumbling around the same collection of 6-8 problems forever.
Or maybe I don't. Quircklessness is how we have the current stagnation in AAA titles. Woe the mires of profit incentive.
Disco Elysium was pretty good about this. I liked that all the skills were more about the way you perceived the world and interpreted information. And those unlocked dialogue options. Having a single "good at talking" skill in a game with so much dialogue really makes it so that one skill is over-represented
I've actually had a pet thought lately in mind for this, because I don't like how most TTRPGs handle that talking good is a stat. It means that characters who are passionate about different things can't make good arguments for them because they don't have the good at talking stat, which sucks.
A couple of systems for this include just have skills that apply universally in different ways (This is the agressive fashion, this is the compassionate fashion, this is the subtle fashion, etc.) or just having character is good at thing so they can talk about it well options (I think Darrington Press's new game does it this way by relating to a characters background and logical skillsets)
And then I also came up with an idea for a game system where characters are considered to know every language, untill they decide the moment they are exposed to said language, whether they want to speak it or not. And then deciding not to know a languages gives them advantages elsewhere. This evades an issue that I see a lot of people struggle with which is the "common language" problem that presumes a colonialist attitude of everyone knowing the same(english) laguage, and also not really using the fact that characters don't come from the same culture against them. Gives better incentive for dehomoginization, and I actually really love systems where people can decide, when it's neccessary, whether they're good at something or not.