• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Narrative Space Options for non-spellcasters

The Mormegil

First Post
In anime, magic is usually akin to DnD sorcery. Each character has his personal magic, and often doesn't have any deeper understanding of that magic - it is all inborn or intuitive. Most everybody is as clueless when they encounter a magical phenomena in the world. A game based on such a magic tradition wouldn't have may magical tools for interacting with the world either. And divination abilities are really rare. I think the reason is that it simply makes a better story t have the heroes muddle trough and find things out by trying than to say "Kazam" - problem solved. To a certain point, that is true in RPGs too.

Anime has different priorities though. It is a non-interactive media. D&D (and other RPGs) is a game, with everybody playing. Having characters cut off from interactions is contrary to what the media is all about.

As for being difficult to write rules for... eh. If it was easy it'd be done already, and this wouldn't be a problem.
I think most of the difficulty comes from having burned an insane amount of design space on the wizard class (and arcane magic in general). But as you point out, tradition wants the wizard to be able to do everything (except wearing armor and healing of course) - and there's not much space left for others.
 

log in or register to remove this ad

sheadunne

Explorer
The more I think about this the more I think we might be going about this backwards. Instead of looking at what area of narrative space martial characters (and even casters) have influence and control over, what if we looked at what spaces the DM can reasonably release control over.

In most editions of D&D when it comes to casters, there are certain built in blocks to narrative control. The wizards gets Teleport, but there are limitations, conditions, and counter measures that can be deployed by the DM (or the rules) to prevent it from happening. While we might agree that the caster has potentially more narrative control than a martial character, that control permission is still in the hands of the DM. If we look at increasing the martial character's narrative space, we need to figure out if this method of DM control is appropriate and necessary.

In D&D if a player wants to exhibit control over the narrative she has to 1) have the necessary resources, 2) meet the conditions of the ability and/or roll the dice, and 3) get the DM's buy-in or permission. We can design for 1 and 2 but without 3 we may not have achieved much ground.

I guess a question is, how much DM narrative control should D&D relinquish to the players via the rules? The answer to this question affects the design of martial narrative spaces as well as existing caster resources. I think that currently, every DM answers that questions for themselves, whether deliberately or through the arbitration of decisions made during play.

If the rules change to increase player narrative space and control, then the rules also need to change to support the DMs ability to design challenges, develop story/plot elements, and to react to player narrative changes.

Anyway, just some thoughts.
 

N'raac

First Post
A couple of things here. I've never ruled (in any edition) that the target of a successful Charm spell understands that they were under the effects of a mental compulsion for the duration of the spell. Only in scenarios of extreme outliers (such as if the player tries to get the NPC to do something specifically antagonistic toward its own nature...or if the NPC is a well accomplished spellcaster) would I consider this ruling.

My understanding is that the rulebooks agree with that approach. I can't find it right quick in my old books but I know the 3.x books find it this way on PHB p177:

"Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. For example, if you secretly cast charm person on a creature and its saving throw succeeds, it knows that someone used magic against it, but it can’t tell what you were trying to do. Likewise, if a creature’s saving throw succeeds against a targeted spell, such as charm person, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells"

It provides ruling guidance for successful saves only and is silent on failed saves;

First off, similar wording also exists in Pathfinder, without the specific example. As you note, it is silent on failed saves. In such cases, the spell does have an effect on the target - a magical compulsion. The question now simply becomes whether the target knows it was the victim of a spell once its effects have ended. I'm not sure any spell states the answer one way or the other. Some seem more obvious than others (Hold Person, for example). One possible dividing line would be compulsions (Dominate Person, Hold Person) versus less the forceful charms (Charm Person; Suggestion).

I note that a DC 25 Sense Motive check enables identification that a person is influenced by an enchantment, (reduced to 15 for a Dominated person). Perhaps the same rule should apply to the victim, post-save. I don't see any better skill, off the cuff, for such a self-assessment, assuming the presumption that the knowledge one was a victim of a spell is not automatic at the cessation of the spell.

The target feels a hostile force or tingle on a failure but cannot deduce the effect (unless, also implicit, they are an accomplished spellcaster with the accompanying acumen). No tingle on duration running out and puzzling over or inability to deduce the affect...and certainly nothing declaring stock awareness of the effect and SoP deduction of a magical compulsion.

The sucessful save means they know they were the target of a spell. After watching the caster speak with a strong voice while making measured and precise hand motions, then feeling that little tingle, I'd expect most characters, especially those with any familiarity with magic, to be less than pleased with the caster. I don't think the means of deducing effect is in any wayimplicit - a Spellcraft check is the RAW means of detecting what spell was cast from observing its casting.

As always, choosing interpretations more favourable to the spellcaster where there is some doubt enhances the power of the spellcaster.

Grabbed my Fate Stargazer right quick and it basically handles "Black Magic" Power of Domination charm the same way (there are gradations in the Trappings and Stunts but this is Charm specifically):

"A subtle maneuver which isn't immediately obvious, this places a temporary aspect on the target. It is resisted by Resolve or an appropriate power skill. On a failure, the target may not know the character tried to charm them."


Hypnotize more aggressively asserts "on a failure, the target knows the character tried to Hypnotize them."

I note that this non-D&D rule indicates it isn't immediately obvious, and allows a possibility the target does know about the attempt to charm them on a failure. So the question becomes when does it become obvious (liking that Sense Motive more and more), and how one determines whether a failed attempt was or was not detected.

4e D&D just mechanizes the various iterations of the power with the Arcane keyword, gives you a bonus to Diplomacy or lets you use Arcana instead of Diplomacy and says something akin to "You weave magic into your words, defusing a dangerous situation through the fine art of diplomacy." No duration and nothing about deducing a hostile invasion of your autonomy by a magical compulsion and becoming hostile. More apropos is the Ritual version of the spell (Call to Friendship). It has duration and its effect and duration depends on your Diplomacy check. On memory and behavior post-Ritual, it says; "Once you complete the ritual, make a Diplomacy check to determine the effect it has on the target. Once the ritual’s duration expires, the target’s attitude returns to normal. The ritual does not affect the target’s memory in any way." Post-ritual target's attitude reverts to normal and memory is unaffected.

I'm not a 4e expert, off the top. This, however, seems much more subtle, enhancing diplomacy rather than a Charm effect.

For what its worth, I just asked a few folks who are not gamers what they intuitively felt the situation would be post-charm. The consensus was that the target might be conflicted/puzzled if, at the end of the duration, they were doing something or in a place that they never would have been in otherwise (eg all of a sudden they are in a tavern that they outwardly hated or vowed to never go to). If this were the case, depending on their intelligence or understanding of spellcasting, they maybe should get some kind of check to surmise the truth of things. Beyond that though, no reflexive deduction or hostility. I don't recall if that was my intuitive response to the spell when I first started playing but it wouldn't surprise me if it was.

Asking anyone "how would magic work" seems unlikely to generate a consensus at all. Of course, one other aspect not discussed is whether a target would blame a very persuasive Diplomacy check on a magical efect, even when it was not magical. "I would never have willingly done that - I must have been ensorcelled". Too late to Detect whether there was a magical effect, as the spell has expired, so tough to prove or disprove.

That must be why I didn't assert this.

For instance, if the player succeeds in persuading the NPC to do XYZ, then the NPC can't change his/her mind even if the GM thinks that that would be "better for the story", or would be likely given the NPC's personality (the NPC's personality should have been a factor in the prior action resolution, and so already taken full account of).

Your statement sounded to me like the social skill must resolve a conflict once and for all ("the NPC can't change his/her mind") for such rules to equate to the narrative control of magic. I must have interpreted that statement more strongly than you intended it.

EDIT: If the only way that players of fighters and rogues have to effectively change the narrative space is to have their PCs kill things, then they will take that approach. This has been a recurring issue in D&D.

This is not limited to non-spellcasters. If all spared prisoners eventually return to threaten the party again, they stop taking prisoners. When every (most? some?) NPC they befriend betrays them, they start treating them all as enemy combatants. Once, a villager turned out to be a lycanthrope, so now every NPC we meet has to submit to a "silver manacles" test before we will extend any trust to him. And we pour Holy Water on him. And touch cold iron to his flesh. Hey, what do you mean the villagers aren't friendly to us?

When every attempt at mundane diplomacy (or every one that has any real meaning to the game) is overridden by the GM based on NPC personality and role playing, the players quickly learn not to bother with mundane diplomacy. If all prisoners are silent from fear of their ultimate master, the players learn not to bother taking prisoners, much less questioning them.

And, as a second "of course", this does not apply to boring old plus items (+1 to hit, damage, AC). IIRC, earlier in the thread it was mentioned that combat performance pressure might force the fighter into picking "being better at fighting" feats over non-combat/narrative control ones. The same applies to magic items. The fighter might feel forced to choose to upgrade his sword from +4 to +5 over getting that Passwall Ring, either by his own expectations, or by peer pressure.

So, to get the fighter to *actually pick* narrative control abilities, whether it is new class abilities, or old magic item abilities, how do we relieve that pressure? By limiting free selection, forcing certain build options? (In fact, we have DMs out there who, I assume unintentionally, exclude the fighter from "narrative control" style items, simply by limiting available treasure...)

Once again, the fighter who devotes all available resources to enhancing his combat abilities now complains that he doesn't have non-combat abilities. So trade off some of your combat enhancers for some non-combat enhancers. The game allows a highly focused character - the players choose how narrowly to focus. If the fighter took a low DEX, specialized in a two handed melee weapon with numerous feats, and spent all his wealth upgrading that weapon, would we feel sorry or him when he complains that he doesn't have a great AC and isn't very useful in ranged combat? I suspect most of us would point out that every choice he made leads to him being a one trick pony. So why do we feel sorry for his being ineffective out of combat when he dedicates no resources whatsoever to effectiveness anywhere but in combat?

That's probably a main question we should be asking here - is the goal to provide options for these martial characters to have more influence outside combat, is it to add abilities that provide that influence while not requiring any reduction in their combat abilities, or is it to force these out of combat abilities on them. Because I suspect if we gave them a series of abilities designed to enhance out of combat influence, a portion would want the option of trading off these non-combat abilities for more combat abilities. Then, a portion of them would still complain they are ineffectual outside combat because "the game forces them" to devote all their resources to combat skills.

Maybe the question is how the GM goes about making it clear to players that the game will include non-combat challenges, so being an expert in "just combat" will mean you are bored/frustrated by out of combat challenges, just like a character with tons of skills and non-combat abilities will provide little assistance in combat. Unfortunatey, what some see as "encouraging a balance", others perceive as "punishing the player" for not designing to the GM's desires or "removing player choice" from character design.
 

Tuft

First Post
Because I suspect if we gave them a series of abilities designed to enhance out of combat influence, a portion would want the option of trading off these non-combat abilities for more combat abilities. Then, a portion of them would still complain they are ineffectual outside combat because "the game forces them" to devote all their resources to combat skills.

My suspicion too. Ran into something similar just recently, in a campaign I play in. ;)

My DM usually says that "too deadly campaigns kills roleplaying". Think that applies to non-combat abilities too, wherever there is a choice.
 
Last edited:

Starfox

Hero
The more I think about this the more I think we might be going about this backwards. Instead of looking at what area of narrative space martial characters (and even casters) have influence and control over, what if we looked at what spaces the DM can reasonably release control over.

There are two ways to release narrative control to the players. First, you can make them co-authors of the story, with the power to introduce their own plot elements and to dictate (or at least suggest) world events. I'll call this author stance. Second, we can give them concrete resources to change events, such as an army, a spell, the ability to bypass any lock or other in-character power. I'll call this actor stance. These two approaches are wildly different.

As an example of author stance powers, in the Price Valiant RPG (which takes it's setting from in Hal Foster's Prince Valiant comic, in Arthurian Europe), there is an ability named "Rescue by Lancelot". When used, sir Lancelot happens to cross your path on one of his innumerable quests, solves whatever immediate problem you are in (if it is of a military nature) and then moves on. Sir Lancelot appears deux ex machina and solves the problem at the player's urging. The player character does nothing.

The way I read you is that you think we should give players authorial control. Did I get this right? It runs very much counter to what I perceive as the DnD tradition. Not saying it's wrong, just that it is a big step. So far this thread has just skirted the edge of author-stance abilities, and some posters have said this is already going to far. And for DnD, I tend to agree. I think that for DnD we should focus on actor-stance abilities. I'm completely open to discussing author-stance abilities, but they should be clearly labeled as such to avoid attracting the ire of DnD traditionalist.
 

sheadunne

Explorer
There are two ways to release narrative control to the players. First, you can make them co-authors of the story, with the power to introduce their own plot elements and to dictate (or at least suggest) world events. I'll call this author stance. Second, we can give them concrete resources to change events, such as an army, a spell, the ability to bypass any lock or other in-character power. I'll call this actor stance. These two approaches are wildly different.

As an example of author stance powers, in the Price Valiant RPG (which takes it's setting from in Hal Foster's Prince Valiant comic, in Arthurian Europe), there is an ability named "Rescue by Lancelot". When used, sir Lancelot happens to cross your path on one of his innumerable quests, solves whatever immediate problem you are in (if it is of a military nature) and then moves on. Sir Lancelot appears deux ex machina and solves the problem at the player's urging. The player character does nothing.

The way I read you is that you think we should give players authorial control. Did I get this right? It runs very much counter to what I perceive as the DnD tradition. Not saying it's wrong, just that it is a big step. So far this thread has just skirted the edge of author-stance abilities, and some posters have said this is already going to far. And for DnD, I tend to agree. I think that for DnD we should focus on actor-stance abilities. I'm completely open to discussing author-stance abilities, but they should be clearly labeled as such to avoid attracting the ire of DnD traditionalist.

Ideally it would be the former but even within the actor stance there still needs to be some assurance of results regardless of the DM.

If I want to use Teleport, I don't mind a dice roll to determine success, but it should determine success, even if it is a difficult number, regardless of the barriers. If the use of the player resource requires DM approval then I'm not sure it qualifies as a narrative tool. Which makes me ask the question, which areas are DMs willing to give up that approval?

There is a difference I think between rules arbitrating a result and the DM arbitrating the result. In player stance, there still needs to be assurance that any given action will have a pre-determined result (failure means it didn't happen, success means it did; as opposed to failure means it didn't happen, success is up to the DM).

I personally am not looking for an author stance abilities (it's the reason I don't use hero points, action points, etc in D&D, they don't belong), but there should be some measure of certainty that we a resource is used, it's result can be measured by the rules. D&D has traditionally left those results vague and relied on the DM to be the arbitrator of the results.
 
Last edited:

Starfox

Hero
Which makes me ask the question, which areas are DMs willing to give up that approval?

It depends on playstyle, of course, but in my opionion a good DM can give good players alot of control. And I don't really see that there is a big difference between magical and mundane narrative control here.

In a sandbox control, the DM is giving out a lot of control almost by default.

In a story game, once the players have picked up on the story, they should be interested in pursuing said story. As long as that is what they do, the DM can give them a lot of narrative control. The issue only comes up if the players want to derail the story. And if they really want to do that, no amount of DM control can really prevent it - it is a table issue, not a game issue. An example happened to me in Dragonlance Module 2 - the PCs are in an inn when the agents of evil bust the door. Instead of fighting the, and leading the villagers to safety, the cleric player wanted to use Plane Shift and to go heaven to avoid the problem. Well, let's just say the angels in the reception were NOT pleased. Another example was in the first part of the Skull & Shackles adventure path; the players are supposed to strike back against bullying officers, but the party fighter has no problem with the oppressive system and suffered in quiet, remaining a loyal underling. It really takes no magic to dodge a linear plot.

In kick in the door style play, I suppose the DM wants to confine narrative control to the dungeon. If the players want to rewrite the rules of the locale, the DM might be able to roll with it, but sometimes will want to say no. And this applies to spells and other abilities equally. For example, in a trapped kobold warren, using Control Water to drown the entire warren might be just as bad as using the mundane power to call a mob of peasants to "clear" all the traps by triggering them. Overall, this kind of play style probably has the least room for narrative control, but that applies equally to spells and other abilities.

Edit: Abusing actor stance powers?
 
Last edited:

Warbringer

Explorer
It depends on playstyle, of course, but in my opionion a good DM can give good players alot of control. And I donätreally see that there is a big difference between magical and mundane narrative control here.

This is the key [MENTION=27570]sheadunne[/MENTION] and I have been talking about, albeit from different sides of the fence.

When narrative control is released by the DM then there is no difference between magical and mundane source for the outcome
 

Starfox

Hero
When narrative control is released by the DM then there is no difference between magical and mundane source for the power

I agree, and that's why I want to try and level the playing field by inventing narrative powers for martial characters. I think we're all aboard that train - I even not-so-subtly asked the people who profess the opposing view to leave the thread earlier.
 

Warbringer

Explorer
I agree, and that's why I want to try and level the playing field by inventing narrative powers for martial characters. I think we're all aboard that train - I even not-so-subtly asked the people who profess the opposing view to leave the thread earlier.

I still feel there is a thread of "if the DM gives permission" then the " player can have so e narrative control". If that is the case, there has to be a reliable exchange mechanic so the players know they can act when they want to (otherwise it is the "Mother may I" condition)

In D&D traditionally this narrative exchange mechanic has existed with magical effects, be that spells or extraordinary abilities (such as lay on hands), namely a spell slot or a use per day.

in expanding to other narrative devices it seems reasonable that an exchange mechanic needs to be in place for specific "powers" ala 4e, or general story impact such as fate points or hero points triggering "aspects" (effectively loosely defined scenarios where narrative power is appropriate) - Aspect: "I know a guy", a player can trigger his aspect "I know a guy" when the player is attempting to intimidate, bargain, persuade, even unlock a clue.

I think a "trait" track along side a "feat" track gets us here, were the tracks are non-exchangeable between each other. The traits then have their triggers, i.e. when they are narratively appropriate, and a usage metric (uses, tokens, slots)

Of course, for many this ends up feeling like 4e
 

Remove ads

Top