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How can players counter Mass Suggestion?
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<blockquote data-quote="DEFCON 1" data-source="post: 7441116" data-attributes="member: 7006"><p>So wait a second...</p><p></p><p>You have an influential and powerful NPC that you gave <em>Mass Suggestion</em> to them for, presumably because their power and influence would allow them to protect themselves by casting MS when uppity adventurers got in their face. Okay, that makes sense. This powerful NPC probably has bodyguards and traps in his HQ and whatnot too I'd imagine.</p><p></p><p>You then say you want to force your players to flee the battle that they will inevitably have with this influential NPC. So you presumably want the NPC to cast <em>Mass Suggestion</em> on the party, suggest that they all leave his HQ now before they get hurt. Then based upon bad WIS saving throws you figure probably at least half will fail and the ones that don't will have to decide whether to follow the failed PCs out the door, or try and take on the boss by themselves (and get either killed or captured.) Okay, that's understandable.</p><p></p><p>But then you say you want your players to <strong>be victorious</strong> in their fight against the NPC. Which runs exactly counter to your earlier point about wanting the PCs to flee the battle? That doesn't make sense. Let's ignore the fact for the moment that you are trying to dictate the results of your player's actions (which usually never is a good idea as you can barely ever get the result you are looking for)... but what exactly are you hoping to see here? Do you want them to flee or do you hope that they win?</p><p></p><p>But then this brings up an important point-- what is this "story" you feel as though you need to see happen? Why is your "story" so important you want to dictate the results? Why can't your "story" play out in both directions-- where the party is <em>suggested</em> to leave the NPC (and they "lose"), or they kick the NPC's rear end and they "win"? Why don't you have a direction the story can take for either result? Because it seems to me, this would allow you to not have to do anything. You don't have to nerf your NPC, the fight can just happen, and the narrative can continue on regardless of the results. No dictating necessary.</p><p></p><p>So I wouldn't worry about figuring out ways to get around <em>Mass Suggestion</em>-- after all as you say, the NPC just doesn't have to <em>use</em> it if its really that important. But rather, the question really is why not getting Mass Suggested is actually important in the first place? Especially when dealing with an NPC who apparently is important enough that you felt the need to give them <em>Mass Suggestion</em> as an ability?</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7441116, member: 7006"] So wait a second... You have an influential and powerful NPC that you gave [I]Mass Suggestion[/I] to them for, presumably because their power and influence would allow them to protect themselves by casting MS when uppity adventurers got in their face. Okay, that makes sense. This powerful NPC probably has bodyguards and traps in his HQ and whatnot too I'd imagine. You then say you want to force your players to flee the battle that they will inevitably have with this influential NPC. So you presumably want the NPC to cast [I]Mass Suggestion[/I] on the party, suggest that they all leave his HQ now before they get hurt. Then based upon bad WIS saving throws you figure probably at least half will fail and the ones that don't will have to decide whether to follow the failed PCs out the door, or try and take on the boss by themselves (and get either killed or captured.) Okay, that's understandable. But then you say you want your players to [B]be victorious[/B] in their fight against the NPC. Which runs exactly counter to your earlier point about wanting the PCs to flee the battle? That doesn't make sense. Let's ignore the fact for the moment that you are trying to dictate the results of your player's actions (which usually never is a good idea as you can barely ever get the result you are looking for)... but what exactly are you hoping to see here? Do you want them to flee or do you hope that they win? But then this brings up an important point-- what is this "story" you feel as though you need to see happen? Why is your "story" so important you want to dictate the results? Why can't your "story" play out in both directions-- where the party is [I]suggested[/I] to leave the NPC (and they "lose"), or they kick the NPC's rear end and they "win"? Why don't you have a direction the story can take for either result? Because it seems to me, this would allow you to not have to do anything. You don't have to nerf your NPC, the fight can just happen, and the narrative can continue on regardless of the results. No dictating necessary. So I wouldn't worry about figuring out ways to get around [I]Mass Suggestion[/I]-- after all as you say, the NPC just doesn't have to [I]use[/I] it if its really that important. But rather, the question really is why not getting Mass Suggested is actually important in the first place? Especially when dealing with an NPC who apparently is important enough that you felt the need to give them [I]Mass Suggestion[/I] as an ability? [/QUOTE]
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How can players counter Mass Suggestion?
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