ImperatorK
First Post
And what does that have to do with rules?
The system is flawed. It's not flawed for some because they have gone way above and beyond the rules and crushed any possible use for spells. If Charm Person on a chamberlain is an abuse of the rules, then of course the only possible caster to play is a blaster. The fact that people are pointing to things like encumberance rules as a limitation for casters shows how little system mastery their players have.
Sure. I'm not saying you can't try to do it. I'm saying if you do it, you're unlikely to get away with it.
/snip
Well, D&D rules do define alignments objectively, and if you read some of the fluff text WotC has written on magic (there's a section of applications of enchantments in Complete Arcane, for example), it becomes very clear that the people who wrote Charm Person see it that way as well.
But yes, I could hardly talk about ethics without bringing my opinion into it.
Read more: http://www.enworld.org/forum/newreply.php?do=newreply&p=6196848#ixzz2gwhBRjnh
This seems to be another example of hyperbole on your part. I have not read anyone talking about crushing possible use of spells. For Charm Person, I would merely note the limitations placed on the spell, in the rules. It is abusing the spell to use it in a way that bypasses the inherent restrictions in the spell text. DMs need to make sure that doesn't happen and all the rules are enforced, not just the ones that benefit the players.
There seem to be two arguments here. You are arguing that one side is "crushing rules," when in fact the argument is actually being made for enforcing rules via DM authority.
To better have this debate, it would help if you would stop assuming that the actions of the imaginary DM are somehow breaking rules, when no suggestion of that is being made in the examples given. If someone lays out a legitimate reason for the Chamberlain not to be affected by Diplomacy, or even Charm Person, in such a way as to thwart their use, while still using the rules (and even assuming its part of a pre-written encounter), then how is that DM force.
If I as a designer, think ahead, and plan for contingencies properly, then there need be no mid-stream change of the rules, for this scenario to play out as described. It might even be a major plot point. All absent the DM Force Manbearcat describes.
But, Wicht, in your own words, the Chamberlain would only refuse to allow the PC's access if the King has specifically denied access on pain of death. That's a pretty tiny corner case and completely missing the other 99% of situations where using Charm Person in this way is a perfectly valid use of the spell.
Just because it might not work in one tiny corner case doesn't really mean anything. That's not the "limitations placed on the spell in the rules".
But, I will guarantee that in Ahn's and many other people's games, that Charm Person spell will see my character screwed over. If I use Charm Person (a pretty baseline common spell) I will usually fail, much to the detriment to my character. How is that not DM Force?
No. I'm going to represent the world in a rational way, and the players will behave rationally. No manipulation needed.Well, that's goes without saying doesn't it Ahn? You're going to manipulate the game world to negate player actions, your players know that, so they don't do the things you don't like. Pretty simple.
Fireball isn't evil either, but if you use it in a civilized place, there are likely to be consequences.If Charm Person was an evil spell, then why doesn't it have the Evil descriptor?
I don't think that the RAI were intended to promote a psychopathic rampage of unstoppable wizards. Do you?Now, what you want to do in your game is fine. But, trying to say that what you are doing is kosher by RAW or RAI is a large stretch.
First off, very few uses. That's like asking what uses of weapon attacks would be nonviolent. As even various WotC sources discuss, enchanting a person and taking their free will away from them is a pretty terrible thing to do to that person, and is illegal and subject to harsh recriminations in any civilized context.
To be clear, I'm not talking about it from a metagame perspective. When I say "abusing the rules", I mean using the rules to do things that would be considered abusive by the characters themselves. Magic simply brings with it abilities that have more disturbing ethical implications than fighting or skill use.
I don't want my players to get the idea that using an enchantment against a non-hostile opponent to get what you want is a viable strategy. After all, if it was, the game world would fall apart. Any modestly effective spellcaster would get everything he wanted for free from friendly merchants, be surrounded by an army of slaves, and basically rule his own little world. Obviously, since there is a D&D world, that does not happen in general, and I don't see the players as exceptions.
Many other rules have similar implications. Scry-teleport for example. Even to the extent that it works in the rules, it's just wrong.
I always looked at D&D magic as being rather like Star Trek technology. It seems like it would solve every problem, so to have any kind of story you have to think beyond the basics and imagine what would and could happen if this stuff were real.Let me jump in here right now to say one thing; magic (even the most innocuous) destroys the D&D world.
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The minute you apply logic and ethics to D&D magic, the who world deflates and looks very alien.