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5e completely nerfed charm - for YOU, anyway
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<blockquote data-quote="Fanaelialae" data-source="post: 7449971" data-attributes="member: 53980"><p>A creature could be resistant, immune to, or even healed by fireballs.</p><p></p><p>That's why information gathering is valuable. </p><p></p><p>Sure charm is only an auto-win if the DM allows it to be, but that's much the same as saying if the DM doesn't actively road block it, which is true of literally everything in the game. </p><p></p><p>As the DM I believe that it's my job to be not only entertaining, but even more importantly fair and impartial. So if the PCs charm random no-name guard, I'm not going to suddenly invent a personality for him that is absurdly paranoid or something. I'm going to play him as a typical person. He will react as a typical person would. If his personality has more depth, then it will be pre-established and something the players can learn (and manipulate).</p><p></p><p>To put it a different way, in your earlier sage example, if the PCs decide to cast Dominate and force the sage to tell them the DM could at that point decide that the sage has Mind Blank always cast, and therefore it fails. But, to me, that is basically cheating. Now, if the DM had decided it beforehand it would be fine, but that's because the PCs could spy on the sage and see that he casts it once per day, or intuit the fact because their divinations fail. They could then arrange to show up on his doorstep a few minutes before he recasts it so that it expires during their conversation, or whatnot.</p><p></p><p>I do hear what you're saying, but in large part it's no different from the notion that the DM has the power to do whatever they desire. If the DM regularly abuses that power to road block (or railroad) players, they're going to have a problem on their hands. At the very least, the players are going to wonder who keeps hiring all of these eccentric guards!</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7449971, member: 53980"] A creature could be resistant, immune to, or even healed by fireballs. That's why information gathering is valuable. Sure charm is only an auto-win if the DM allows it to be, but that's much the same as saying if the DM doesn't actively road block it, which is true of literally everything in the game. As the DM I believe that it's my job to be not only entertaining, but even more importantly fair and impartial. So if the PCs charm random no-name guard, I'm not going to suddenly invent a personality for him that is absurdly paranoid or something. I'm going to play him as a typical person. He will react as a typical person would. If his personality has more depth, then it will be pre-established and something the players can learn (and manipulate). To put it a different way, in your earlier sage example, if the PCs decide to cast Dominate and force the sage to tell them the DM could at that point decide that the sage has Mind Blank always cast, and therefore it fails. But, to me, that is basically cheating. Now, if the DM had decided it beforehand it would be fine, but that's because the PCs could spy on the sage and see that he casts it once per day, or intuit the fact because their divinations fail. They could then arrange to show up on his doorstep a few minutes before he recasts it so that it expires during their conversation, or whatnot. I do hear what you're saying, but in large part it's no different from the notion that the DM has the power to do whatever they desire. If the DM regularly abuses that power to road block (or railroad) players, they're going to have a problem on their hands. At the very least, the players are going to wonder who keeps hiring all of these eccentric guards! [/QUOTE]
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