The so-so games turned Charisma into vibes. You talk pretty. You get advantage on a lie. You are “the face,” which means one person at the table does the voices while everyone else waits for a door.
ACKS still uses the older, colder reading.
Charisma is how many people will follow you into the dark and how long they stay after the first funeral. Henchman limits are not flavor. They are the size of your company before you are a lord. Loyalty is not whether the Judge likes your speech. It is whether the men you pay believe you will get them paid again.
That rewires the whole party. The fighter with a dump stat is a champion, not a captain. The ugly thief who can hold a crew is already a guild in miniature. The charming fool who cannot fight may still be the reason the expedition exists.
I watched 5E make this ability a conversation tool and then wonder why organizations felt fake. You cannot found a realm on a persuasion roll. You found it on retainers who have names, wages, and a breaking point.
Roll Charisma like it will hire someone.
If it will not, you are a solo act with friends, and the domain chapters are going to read like fiction.
