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5e completely nerfed charm - for YOU, anyway
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<blockquote data-quote="Fanaelialae" data-source="post: 7449852" data-attributes="member: 53980"><p>Sure, they're different. Charm Person is a level 1 spell while Suggestion is level 2. Charm functions independently of language, while Suggestion does not. </p><p></p><p>"Hey, [charmed] guard, I've brought you a hot beverage [dosed with tranquilizers] to help pass your watch."</p><p>"Thanks friend!" Chug... Zzzzzz...</p><p></p><p>If you're planning to drug the guard anyway, worrying about him being mad about being charmed is probably the least of your worries.</p><p></p><p>D&D magic is all about using the right tool [spell] for the right job.</p><p></p><p>Another way to put it:</p><p></p><p>Fireball won't charm the guard into letting you pass.</p><p></p><p>Fireball won't open the porticullis to allow you passage.</p><p></p><p>Fireball won't allow you to read the information from the sage's mind.</p><p></p><p>There are, however, other spells that can do those things. That fireball cannot do those things isn't a limitation of fireball per se.</p><p></p><p>Dominate would work as a (heavy handed) solution to the scenarios you propose. </p><p></p><p>Lesser charms requires a bit more finesse. </p><p>You might try to convince the guard that you just saw a suspicious looking person in the passage they are guarding. While he's investigating, you sneak in.</p><p>You could tell the blackguard that the info he has on the Idol of Night was planted by his enemies and that it is in fact a cursed item intended to lay him low. </p><p>In the case of the sage, you may be able to coerce him into sharing the information because the world itself is at stake (or something along those lines). </p><p>The charm would aid in all of those scenarios, it just wouldn't be an auto-win. You'd still need to play the right angles.</p><p>If one of my coworkers (a friendly acquaintance) ran up to me and told me someone was trying to steal my car, I'd be far more inclined to believe them than some random stranger. Same idea. Work with what you've got, not with what you don't.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7449852, member: 53980"] Sure, they're different. Charm Person is a level 1 spell while Suggestion is level 2. Charm functions independently of language, while Suggestion does not. "Hey, [charmed] guard, I've brought you a hot beverage [dosed with tranquilizers] to help pass your watch." "Thanks friend!" Chug... Zzzzzz... If you're planning to drug the guard anyway, worrying about him being mad about being charmed is probably the least of your worries. D&D magic is all about using the right tool [spell] for the right job. Another way to put it: Fireball won't charm the guard into letting you pass. Fireball won't open the porticullis to allow you passage. Fireball won't allow you to read the information from the sage's mind. There are, however, other spells that can do those things. That fireball cannot do those things isn't a limitation of fireball per se. Dominate would work as a (heavy handed) solution to the scenarios you propose. Lesser charms requires a bit more finesse. You might try to convince the guard that you just saw a suspicious looking person in the passage they are guarding. While he's investigating, you sneak in. You could tell the blackguard that the info he has on the Idol of Night was planted by his enemies and that it is in fact a cursed item intended to lay him low. In the case of the sage, you may be able to coerce him into sharing the information because the world itself is at stake (or something along those lines). The charm would aid in all of those scenarios, it just wouldn't be an auto-win. You'd still need to play the right angles. If one of my coworkers (a friendly acquaintance) ran up to me and told me someone was trying to steal my car, I'd be far more inclined to believe them than some random stranger. Same idea. Work with what you've got, not with what you don't. [/QUOTE]
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