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<blockquote data-quote="TheSword" data-source="post: 7742830" data-attributes="member: 6879661"><p>My approach to some of the most common situations is thus. When a player gets dominated for the first time. Take them to one side, have them describe how their character feels inside and what they are thinking so they get chance to express themselves. Then have a discussion with the player about how the domination effect could play out.</p><p></p><p>- Try and give the character instructions that give some freedom. So “defend this area” rather than “stay in this spot and attack the first thing that comes through the door with your sword”</p><p></p><p>- Give the character an out... the enemy gives instructions that allow them to make follow up saves. Rather than skirting the rules to get the most efficient result.</p><p></p><p>- Make sure there are methods for other party members to break the curse somewhere accessible. </p><p></p><p>- Make sure the end result leads to a fun and interesting challenge rather than a gloomy, recrimination filled TPK</p><p></p><p>- Use sparingly, I.e once in a campaign. If the same villain tries to do the same move the PCs should be able to counter it or turn it to their advantage.</p><p></p><p>With more subtle effects like charming, intimidation, etc. It is a case of me trying to work in an effect that still influences behaviour without removing decision making power from the player. These don’t have to be negative effects. Things you could use in D&D if intimidated as a PC could include.</p><p></p><p>- disadvantage on the first check made (maybe attacks against the bully until your first hit)</p><p>- losing place(s) in the initiative order</p><p>- temporarily being unable to use your own intimidation or mind effecting powers.</p><p>- losing or reducing movement</p><p>- or perhaps adding to movement provided it is away from the source</p><p>- improving cover bonus provided the player takes cover immediately</p><p></p><p>I always thought 3rd Ed’s greater range of conditions was always useful for this. With the shaken chain of conditions for instance. DMs can improvise effects that take into account the effect. Saying that non-magical abilities cannot ever effect what players are thinking shuts off a whole range of potential challenges the most common of which is fear. If done with a light touch, fear can be truly frightening and give players the chance to roleplay and still overcome challenges. </p><p></p><p>After all as Ned Stark says you can only be brave when you are afraid.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7742830, member: 6879661"] My approach to some of the most common situations is thus. When a player gets dominated for the first time. Take them to one side, have them describe how their character feels inside and what they are thinking so they get chance to express themselves. Then have a discussion with the player about how the domination effect could play out. - Try and give the character instructions that give some freedom. So “defend this area” rather than “stay in this spot and attack the first thing that comes through the door with your sword” - Give the character an out... the enemy gives instructions that allow them to make follow up saves. Rather than skirting the rules to get the most efficient result. - Make sure there are methods for other party members to break the curse somewhere accessible. - Make sure the end result leads to a fun and interesting challenge rather than a gloomy, recrimination filled TPK - Use sparingly, I.e once in a campaign. If the same villain tries to do the same move the PCs should be able to counter it or turn it to their advantage. With more subtle effects like charming, intimidation, etc. It is a case of me trying to work in an effect that still influences behaviour without removing decision making power from the player. These don’t have to be negative effects. Things you could use in D&D if intimidated as a PC could include. - disadvantage on the first check made (maybe attacks against the bully until your first hit) - losing place(s) in the initiative order - temporarily being unable to use your own intimidation or mind effecting powers. - losing or reducing movement - or perhaps adding to movement provided it is away from the source - improving cover bonus provided the player takes cover immediately I always thought 3rd Ed’s greater range of conditions was always useful for this. With the shaken chain of conditions for instance. DMs can improvise effects that take into account the effect. Saying that non-magical abilities cannot ever effect what players are thinking shuts off a whole range of potential challenges the most common of which is fear. If done with a light touch, fear can be truly frightening and give players the chance to roleplay and still overcome challenges. After all as Ned Stark says you can only be brave when you are afraid. [/QUOTE]
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