>>43571475Eureka.
Looking at the presence of Charisma in other games, leaving aside the proposal of
>>43571505 which I'm not too keen on, it's become clear to me that there's a nagging issue in Pokemon---the unpredictability of certain status effects connected to one's moves.
You never know how long a foe will sleep, how long they'll stay confused, how often the confused or infatuated will fail to act, and so on. Stat changing moves are reliably predictable in how much they boon or bane, but not all of Status moves or side effects of attacking moves are like that.
What is needed is something that can alter the potency of these effects and provide some small means of reliably gauging how affected a target will be by a mon's influence.
'Influence' is more or less what I have in mind. Influence would change for example the base probability of infatuation to affect the opponent's actions---Pokemon with higher influence have a more potent Attract that will render the opponent inactionable for more than 50% of the time---the RNG will be skewed in their favor. While a Pokemon with low influence's move like Hypnosis, you can bet, will induce a mere slumber in the foe that could be snapped out of within the next turn or two.
I've never seen anything like this, but it's obvious to me that with Pokemon's heavy reliance on randomness and the strength of status effects, that it's more than a viable path to follow. And you could treat it like the Gen I Special stat where the same stat that induces is the same stat that resists, or you could go the Gen II route of splitting them, so that Pokemon have a stat they rely upon to determine how affected they are by status effects.